ref="board"
:vr="vr"
:last-move="lastMove"
- :analyze="game.mode=='analyze'"
+ :analyze="mode=='analyze'"
:score="game.score"
:user-color="game.mycolor"
:orientation="orientation"
img.inline(src="/images/icons/play.svg")
button(@click="gotoEnd()")
img.inline(src="/images/icons/fast-forward.svg")
+ p(v-show="showFen") {{ (!!vr ? vr.getFen() : "") }}
#movesList
MoveList(
:show="showMoves"
:cursor="cursor"
@download="download"
@showrules="showRules"
- @analyze="analyzePosition"
+ @analyze="toggleAnalyze"
@goto-move="gotoMove"
@reset-arrows="resetArrows"
)
vr: null, //VariantRules object, game state
endgameMessage: "",
orientation: "w",
+ mode: "",
score: "*", //'*' means 'unfinished'
moves: [],
cursor: -1, //index of the move just played
: ""
);
},
+ showFen: function() {
+ return (
+ this.mode == "analyze" &&
+ this.$router.currentRoute.path.indexOf("/analyse") === -1
+ );
+ },
// TODO: is it OK to pass "computed" as properties?
// Also, some are seemingly not recomputed when vr is initialized.
showMoves: function() {
this.$refs["board"].cancelResetArrows();
},
showRules: function() {
- //this.$router.push("/variants/" + this.game.vname);
- window.open("#/variants/" + this.game.vname, "_blank"); //better
+ // The button is here only on Game page:
+ document.getElementById("modalRules").checked = true;
},
re_setVariables: function(game) {
if (!game) game = this.game; //in case of...
this.endgameMessage = "";
// "w": default orientation for observed games
this.orientation = game.mycolor || "w";
+ this.mode = game.mode || game.type; //TODO: merge...
this.moves = JSON.parse(JSON.stringify(game.moves || []));
// Post-processing: decorate each move with notation and FEN
this.vr = new V(game.fenStart);
this.vr.play(m);
const checkSquares = this.vr.getCheckSquares();
if (checkSquares.length > 0) m.notation += "+";
+ if (idxM == Lm - 1) m.fen = this.vr.getFen();
if (idx == L - 1 && idxM == Lm - 1) {
this.incheck = checkSquares;
const score = this.vr.getCurrentScore();
if (index >= 0) this.lastMove = this.moves[index];
else this.lastMove = null;
},
- analyzePosition: function() {
- let newUrl =
- "/analyse/" +
- this.game.vname +
- "/?fen=" +
- this.vr.getFen().replace(/ /g, "_");
- if (!!this.game.mycolor) newUrl += "&side=" + this.game.mycolor;
- window.open("#" + newUrl);
+ toggleAnalyze: function() {
+ if (this.mode != "analyze") {
+ // Enter analyze mode:
+ this.gameMode = this.mode; //was not 'analyze'
+ this.mode = "analyze";
+ this.gameCursor = this.cursor;
+ this.gameMoves = JSON.parse(JSON.stringify(this.moves));
+ document.getElementById("analyzeBtn").classList.add("active");
+ }
+ else {
+ // Exit analyze mode:
+ this.mode = this.gameMode ;
+ this.cursor = this.gameCursor;
+ this.moves = this.gameMoves;
+ let fen = this.game.fenStart;
+ if (this.cursor >= 0) {
+ let mv = this.moves[this.cursor];
+ if (!Array.isArray(mv)) mv = [mv];
+ fen = mv[mv.length-1].fen;
+ }
+ this.vr = new V(fen);
+ this.incheck = this.vr.getCheckSquares();
+ document.getElementById("analyzeBtn").classList.remove("active");
+ }
},
download: function() {
const content = this.getPgn();
play: function(move, received, light, noemit) {
// Freeze while choices are shown:
if (this.$refs["board"].choices.length > 0) return;
- // The board may show some the possible moves: (TODO: bad solution)
- this.$refs["board"].resetCurrentAttempt();
+ const navigate = !move;
+ // Forbid playing outside analyze mode, except if move is received.
+ // Sufficient condition because Board already knows which turn it is.
+ if (
+ this.mode != "analyze" &&
+ !navigate &&
+ !received &&
+ (this.game.score != "*" || this.cursor < this.moves.length - 1)
+ ) {
+ return;
+ }
+ if (!!received) {
+
+ if (this.mode == "analyze") { console.log("received move");
+ console.log(move); }
+
+ if (this.mode == "analyze") this.toggleAnalyze();
+ if (this.cursor < this.moves.length - 1)
+ // To play a received move, cursor must be at the end of the game:
+ this.gotoEnd();
+ }
if (!!noemit) {
if (this.inPlay) {
// Received moves in observed games can arrive too fast:
}
this.inPlay = true;
}
- const navigate = !move;
+ // The board may show some the possible moves: (TODO: bad solution)
+ this.$refs["board"].resetCurrentAttempt();
const playSubmove = (smove) => {
smove.notation = this.vr.getNotation(smove);
smove.unambiguous = V.GetUnambiguousNotation(smove);
this.vr.play(smove);
- if (!!this.lastMove) {
+ if (this.inMultimove && !!this.lastMove) {
if (!Array.isArray(this.lastMove))
this.lastMove = [this.lastMove, smove];
else this.lastMove.push(smove);
if (animate && smove.start.x >= 0) {
self.animateMove(smove, () => {
playSubmove(smove);
+
+console.log(moveIdx + " " + move.length);
+
if (moveIdx < move.length)
setTimeout(executeMove, 500);
else afterMove(smove, initurn);
else this.lastMove.notation += "#";
}
}
- if (score != "*" && this.game.mode == "analyze") {
+ if (score != "*" && this.mode == "analyze") {
const message = getScoreMessage(score);
// Just show score on screen (allow undo)
this.showEndgameMsg(score + " . " + this.st.tr[message]);
};
const afterMove = (smove, initurn) => {
if (this.vr.turn != initurn) {
+
+console.log(smove);
+
// Turn has changed: move is complete
if (!smove.fen)
// NOTE: only FEN of last sub-move is required (=> setting it here)
this.emitFenIfAnalyze();
this.inMultimove = false;
this.score = computeScore();
- if (this.game.mode != "analyze" && !navigate) {
- if (!noemit) {
+ if (this.mode != "analyze" && !navigate) {
+ if (!noemit && this.mode != "analyze") {
// Post-processing (e.g. computer play).
const L = this.moves.length;
// NOTE: always emit the score, even in unfinished,
return;
}
}
- // Forbid playing outside analyze mode, except if move is received.
- // Sufficient condition because Board already knows which turn it is.
- if (
- this.game.mode != "analyze" &&
- !navigate &&
- !received &&
- (this.game.score != "*" || this.cursor < this.moves.length - 1)
- ) {
- return;
- }
- // To play a received move, cursor must be at the end of the game:
- if (received && this.cursor < this.moves.length - 1)
- this.gotoEnd();
playMove();
},
cancelCurrentMultimove: function() {