@play-move="play"
)
#turnIndicator(v-if="showTurn") {{ turn }}
- #controls
+ #controls.button-group
button(@click="gotoBegin()")
img.inline(src="/images/icons/fast-forward_rev.svg")
button(@click="undo()")
img.inline(src="/images/icons/play.svg")
button(@click="gotoEnd()")
img.inline(src="/images/icons/fast-forward.svg")
- #belowControls
- #downloadDiv(v-if="allowDownloadPGN")
- a#download(href="#")
- button(@click="download()") {{ st.tr["Download"] }} PGN
- button(
- v-if="canAnalyze"
- @click="analyzePosition()"
- )
- | {{ st.tr["Analyse"] }}
- // NOTE: variants pages already have a "Rules" link on top
- button(
- v-if="!$route.path.match('/variants/')"
- @click="showRules()"
- )
- | {{ st.tr["Rules"] }}
#movesList
MoveList(
:show="showMoves"
+ :canAnalyze="canAnalyze"
+ :canDownload="allowDownloadPGN"
:score="game.score"
:message="game.scoreMsg"
:firstNum="firstMoveNumber"
:moves="moves"
:cursor="cursor"
+ @download="download"
+ @showrules="showRules"
+ @analyze="analyzePosition"
@goto-move="gotoMove"
)
.clearer
orientation: "w",
score: "*", //'*' means 'unfinished'
moves: [],
- // TODO: later, use subCursor to navigate intra-multimoves?
cursor: -1, //index of the move just played
lastMove: null,
firstMoveNumber: 0, //for printing
incheck: [], //for Board
- inMultimove: false
+ inMultimove: false,
+ inPlay: false,
+ stackToPlay: []
};
},
- watch: {
- // game initial FEN changes when a new game starts
- "game.fenStart": function() {
- this.re_setVariables();
- },
- },
computed: {
showMoves: function() {
return this.game.score != "*"
}
},
created: function() {
- if (this.game.fenStart) this.re_setVariables();
+ if (!!this.game.fenStart) this.re_setVariables();
},
mounted: function() {
if (!("ontouchstart" in window)) {
baseGameDiv.addEventListener("keydown", this.handleKeys);
baseGameDiv.addEventListener("wheel", this.handleScroll);
}
- document.getElementById("eogDiv").addEventListener(
- "click",
- processModalClick);
+ document.getElementById("eogDiv")
+ .addEventListener("click", processModalClick);
},
methods: {
focusBg: function() {
//this.$router.push("/variants/" + this.game.vname);
window.open("#/variants/" + this.game.vname, "_blank"); //better
},
- re_setVariables: function() {
+ re_setVariables: function(game) {
+ if (!game) game = this.game; //in case of...
this.endgameMessage = "";
// "w": default orientation for observed games
- this.orientation = this.game.mycolor || "w";
- this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
+ this.orientation = game.mycolor || "w";
+ this.moves = JSON.parse(JSON.stringify(game.moves || []));
// Post-processing: decorate each move with notation and FEN
- this.vr = new V(this.game.fenStart);
- const parsedFen = V.ParseFen(this.game.fenStart);
+ this.vr = new V(game.fenStart);
+ const parsedFen = V.ParseFen(game.fenStart);
const firstMoveColor = parsedFen.turn;
this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
this.moves.forEach(move => {
this.moves.unshift({
notation: "...",
start: { x: -1, y: -1 },
- end: { x: -1, y: -1 }
+ end: { x: -1, y: -1 },
+ fen: game.fenStart
});
}
this.positionCursorTo(this.moves.length - 1);
} else {
this.lastMove = this.moves[index];
}
- }
- else
- this.lastMove = null;
+ } else this.lastMove = null;
},
analyzePosition: function() {
let newUrl =
},
showEndgameMsg: function(message) {
this.endgameMessage = message;
- let modalBox = document.getElementById("modalEog");
- modalBox.checked = true;
- setTimeout(() => {
- modalBox.checked = false;
- }, 2000);
+ document.getElementById("modalEog").checked = true;
},
// Animate an elementary move
animateMove: function(move, callback) {
let startSquare = document.getElementById(getSquareId(move.start));
+ if (!startSquare) return; //shouldn't happen but...
let endSquare = document.getElementById(getSquareId(move.end));
let rectStart = startSquare.getBoundingClientRect();
let rectEnd = endSquare.getBoundingClientRect();
let movingPiece = document.querySelector(
"#" + getSquareId(move.start) + " > img.piece"
);
+ // For some unknown reasons Opera get "movingPiece == null" error
+ // TOOO: is it calling 'animate()' twice ? One extra time ?
+ if (!movingPiece) return;
// HACK for animation (with positive translate, image slides "under background")
// Possible improvement: just alter squares on the piece's way...
const squares = document.getElementsByClassName("board");
if (this.game.mode == "analyze") {
this.$emit(
"fenchange",
- this.lastMove ? this.lastMove.fen : this.game.fenStart
+ !!this.lastMove ? this.lastMove.fen : this.game.fenStart
);
}
},
// "light": if gotoMove() or gotoEnd()
- // data: some custom data (addTime) to be re-emitted
- play: function(move, received, light, data) {
+ play: function(move, received, light, noemit) {
+ if (!!noemit) {
+ if (this.inPlay) {
+ // Received moves in observed games can arrive too fast:
+ this.stackToPlay.unshift(move);
+ return;
+ }
+ this.inPlay = true;
+ }
const navigate = !move;
const playSubmove = (smove) => {
- if (!navigate) smove.notation = this.vr.getNotation(smove);
+ smove.notation = this.vr.getNotation(smove);
this.vr.play(smove);
this.lastMove = smove;
- // Is opponent in check?
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (!navigate) {
- if (!this.inMultimove) {
- if (this.cursor < this.moves.length - 1)
- this.moves = this.moves.slice(0, this.cursor + 1);
- this.moves.push(smove);
- this.inMultimove = true; //potentially
- this.cursor++;
- } else {
- // Already in the middle of a multi-move
- const L = this.moves.length;
- if (!Array.isArray(this.moves[L-1]))
- this.$set(this.moves, L-1, [this.moves[L-1], smove]);
- else
- this.$set(this.moves, L-1, this.moves.concat([smove]));
- }
+ if (!this.inMultimove) {
+ if (this.cursor < this.moves.length - 1)
+ this.moves = this.moves.slice(0, this.cursor + 1);
+ this.moves.push(smove);
+ this.inMultimove = true; //potentially
+ this.cursor++;
+ } else {
+ // Already in the middle of a multi-move
+ const L = this.moves.length;
+ if (!Array.isArray(this.moves[L-1]))
+ this.$set(this.moves, L-1, [this.moves[L-1], smove]);
+ else
+ this.$set(this.moves, L-1, this.moves.concat([smove]));
}
};
const playMove = () => {
- const animate = V.ShowMoves == "all" && (received || navigate);
+ const animate = (V.ShowMoves == "all" && !!received);
if (!Array.isArray(move)) move = [move];
let moveIdx = 0;
let self = this;
}
})();
};
+ const computeScore = () => {
+ const score = this.vr.getCurrentScore();
+ if (score != "*" && this.game.mode == "analyze") {
+ const message = getScoreMessage(score);
+ // Just show score on screen (allow undo)
+ this.showEndgameMsg(score + " . " + this.st.tr[message]);
+ }
+ return score;
+ };
const afterMove = (smove, initurn) => {
if (this.vr.turn != initurn) {
// Turn has changed: move is complete
- if (!smove.fen) {
+ if (!smove.fen)
// NOTE: only FEN of last sub-move is required (thus setting it here)
smove.fen = this.vr.getFen();
- this.emitFenIfAnalyze();
- }
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.emitFenIfAnalyze();
this.inMultimove = false;
- const score = this.vr.getCurrentScore();
- if (score != "*") {
- const message = getScoreMessage(score);
- if (!navigate && this.game.mode != "analyze")
- this.$emit("gameover", score, message);
- else if (this.game.mode == "analyze")
- // Just show score on screen (allow undo)
- this.showEndgameMsg(score + " . " + this.st.tr[message]);
- }
- if (!navigate && this.game.mode != "analyze") {
+ if (!noemit) var score = computeScore();
+ if (this.game.mode != "analyze") {
const L = this.moves.length;
- // Post-processing (e.g. computer play)
- this.$emit("newmove", this.moves[L-1], data);
+ if (!noemit)
+ // Post-processing (e.g. computer play).
+ // NOTE: always emit the score, even in unfinished,
+ // to tell Game::processMove() that it's not a received move.
+ this.$emit("newmove", this.moves[L-1], { score: score });
+ else {
+ this.inPlay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), received, light, noemit);
+ }
}
}
};
// The move to navigate to is necessarily full:
if (this.cursor == this.moves.length - 1) return; //no more moves
move = this.moves[this.cursor + 1];
- if (light) {
- // Just play the move, nothing else:
- if (!Array.isArray(move)) move = [move];
- for (let i=0; i < move.length; i++) this.vr.play(move[i]);
- }
- else {
- playMove();
+ // Just play the move:
+ if (!Array.isArray(move)) move = [move];
+ for (let i=0; i < move.length; i++) this.vr.play(move[i]);
+ if (!light) {
+ this.lastMove = move[move.length-1];
+ computeScore();
this.emitFenIfAnalyze();
}
this.cursor++;
this.incheck = this.vr.getCheckSquares(this.vr.turn);
} else {
if (!move) {
- if (this.cursor < 0) return; //no more moves
+ const minCursor =
+ this.moves.length > 0 && this.moves[0].notation == "..."
+ ? 1
+ : 0;
+ if (this.cursor < minCursor) return; //no more moves
move = this.moves[this.cursor];
}
- // Caution; if multi-move, undo all submoves from last to first
undoMove(move, this.vr);
if (light) this.cursor--;
else {
},
gotoBegin: function() {
if (this.inMultimove) this.cancelCurrentMultimove();
- while (this.cursor >= 0)
- this.undo(null, null, "light");
- if (this.moves.length > 0 && this.moves[0].notation == "...") {
- this.cursor = 0;
- this.lastMove = this.moves[0];
- } else {
- this.lastMove = null;
- }
- this.incheck = [];
+ const minCursor =
+ this.moves.length > 0 && this.moves[0].notation == "..."
+ ? 1
+ : 0;
+ while (this.cursor >= minCursor) this.undo(null, null, "light");
+ this.lastMove = (minCursor == 1 ? this.moves[0] : null);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
this.emitFenIfAnalyze();
},
gotoEnd: function() {
display: inline-block
#controls
- margin: 0 auto
- text-align: center
- display: flex
+ user-select: none
button
- display: inline-block
- width: 20%
+ border: none
margin: 0
- img.inline
- height: 24px
- padding-top: 5px
- @media screen and (max-width: 767px)
- img.inline
- height: 18px
+ padding-top: 5px
+ padding-bottom: 5px
+
+img.inline
+ height: 24px
+ padding-top: 5px
+ @media screen and (max-width: 767px)
+ height: 18px
#turnIndicator
text-align: center
font-weight: bold
-#belowControls
- border-top: 1px solid #2f4f4f
- text-align: center
- margin: 0 auto
- & > #downloadDiv
- margin: 0
- & > button
- margin: 0
- & > button
- border-left: 1px solid #2f4f4f
- margin: 0
-
#boardContainer
float: left
// TODO: later, maybe, allow movesList of variable width