button(@click="flip") Flip
button(@click="gotoBegin") GotoBegin
button(@click="gotoEnd") GotoEnd
+ #messageDiv.section-content(v-if="game.type=='corr'") {{ curMoveMessage() }}
#fenDiv.section-content(v-if="showFen && !!vr")
p#fenString.text-center {{ vr.getFen() }}
#pgnDiv.section-content
a#download(href="#")
- .button-group
- button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
-
- // TODO: Import game button copy game locally in IndexedDB
- //button Import game
-
-
-// TODO: do not use localStorage for current game, but directly indexedDB
-// update function is similar
-// ==> retrieval functions must filter on score, and potential "imported" tag
-// ==> this should allow several simultaneous games
-
-
- //MoveList(v-if="showMoves"
- :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+ button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
+ div#movesList
+ MoveList(v-if="showMoves"
+ :moves="moves" :cursor="cursor" @goto-move="gotoMove")
</template>
<script>
import Board from "@/components/Board.vue";
-//import MoveList from "@/components/MoveList.vue";
+import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
import { getDate } from "@/utils/datetime";
name: 'my-base-game',
components: {
Board,
- //MoveList,
+ MoveList,
},
// "vr": VariantRules object, describing the game state + rules
props: ["vr","game"],
this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
// Post-processing: decorate each move with color + current FEN:
// (to be able to jump to any position quickly)
+ let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
this.moves.forEach(move => {
// NOTE: this is doing manually what play() function below achieve,
// but in a lighter "fast-forward" way
- move.color = this.vr.turn;
- move.notation = this.vr.getNotation(move);
- this.vr.play(move);
- move.fen = this.vr.getFen();
+ move.color = vr_tmp.turn;
+ move.notation = vr_tmp.getNotation(move);
+ vr_tmp.play(move);
+ move.fen = vr_tmp.getFen();
});
const L = this.moves.length;
this.cursor = L-1;
this.lastMove = (L > 0 ? this.moves[L-1] : null);
},
+ // For corr games, potential message with each move sent
+ curMoveMessage: function() {
+ if (this.cursor < 0)
+ return "";
+ return this.game.moves[this.cursor].message || "";
+ },
+ setCurrentMessage: function(message) {
+ this.game.moves[this.game.moves.length-1].message = message;
+ },
download: function() {
const content = this.getPgn();
// Prepare and trigger download link
this.moves = this.moves.slice(0,this.cursor).concat([move]);
}
}
- // Is opponent in check? (TODO: generalize, find all check squares)
+ if (!this.analyze)
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
+ // Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
- if (score != "*") //TODO: generalize score for 3 or 4 players
+ if (score != "*")
{
if (!this.analyze)
this.endGame(score);
this.showEndgameMsg(score + " . " + message);
}
}
- if (!this.analyze)
- this.$emit("newmove", move); //post-processing (e.g. computer play)
},
undo: function(move) {
const navigate = !move;