<template lang="pug">
-div#baseGame(tabindex=-1 @click="() => focusBg()" @keydown="handleKeys")
+div#baseGame(tabindex=-1 @click="() => focusBg()"
+ @keydown="handleKeys" @wheel="handleScroll")
input#modalEog.modal(type="checkbox")
- div(role="dialog" aria-labelledby="eogMessage")
+ div(role="dialog" data-checkbox="modalEog" aria-labelledby="eogMessage")
.card.smallpad.small-modal.text-center
label.modal-close(for="modalEog")
h3#eogMessage.section {{ endgameMessage }}
#gameContainer
#boardContainer
- Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
+ Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
:user-color="game.mycolor" :orientation="orientation"
:vname="game.vname" @play-move="play")
+ #turnIndicator(v-if="game.vname=='Dark' && game.score=='*'")
+ | {{ turn }}
#controls
button(@click="gotoBegin") <<
button(@click="() => undo()") <
button(@click="() => play()") >
button(@click="gotoEnd") >>
#pgnDiv
- a#download(href="#")
- button(@click="download") {{ st.tr["Download PGN"] }}
- button(v-if="game.mode!='analyze'" @click="analyzePosition")
+ #downloadDiv(v-if="game.vname!='Dark' || game.score!='*'")
+ a#download(href="#")
+ button(@click="download") {{ st.tr["Download PGN"] }}
+ button(v-if="game.vname!='Dark' && game.mode!='analyze'"
+ @click="analyzePosition")
| {{ st.tr["Analyze"] }}
+ // NOTE: rather ugly hack to avoid showing twice "rules" link...
+ button(v-if="!$route.path.match('/variants/')" @click="showRules")
+ | {{ st.tr["Rules"] }}
#movesList
MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
:firstNum="firstMoveNumber" :moves="moves" :cursor="cursor"
@goto-move="gotoMove")
- // TODO: clearer required ?!
- .clearer
+ .clearer
</template>
<script>
},
computed: {
showMoves: function() {
- return this.game.vname != "Dark" || this.game.mode=="analyze";
+ return this.game.vname != "Dark" || this.game.score != "*";
+ },
+ turn: function() {
+ let color = "";
+ const L = this.moves.length;
+ if (L == 0 || this.moves[L-1].color == "b")
+ color = "White";
+ else //if (this.moves[L-1].color == "w")
+ color = "Black";
+ return color + " turn";
+ },
+ analyze: function() {
+ return this.game.mode=="analyze" ||
+ // From Board viewpoint, a finished Dark game == analyze (TODO: unclear)
+ (this.game.vname == "Dark" && this.game.score != "*");
},
},
created: function() {
},
methods: {
focusBg: function() {
- // TODO: small blue border appears...
+ // NOTE: small blue border appears...
document.getElementById("baseGame").focus();
},
handleKeys: function(e) {
break;
}
},
+ handleScroll: function(e) {
+ // NOTE: since game.mode=="analyze" => no score, next condition is enough
+ if (this.game.score != "*")
+ {
+ e.preventDefault();
+ if (e.deltaY < 0)
+ this.undo();
+ else if (e.deltaY > 0)
+ this.play();
+ }
+ },
+ showRules: function() {
+ //this.$router.push("/variants/" + this.game.vname);
+ window.open("#/variants/" + this.game.vname, "_blank"); //better
+ },
re_setVariables: function() {
this.endgameMessage = "";
this.orientation = this.game.mycolor || "w"; //default orientation for observed games
analyzePosition: function() {
const newUrl = "/analyze/" + this.game.vname +
"/?fen=" + this.vr.getFen().replace(/ /g, "_");
- //window.open("#" + newUrl); //to open in a new tab
- this.$router.push(newUrl); //better
+ if (this.game.type == "live")
+ this.$router.push(newUrl); //open in same tab: against cheating...
+ else
+ window.open("#" + newUrl); //open in a new tab: more comfortable
},
download: function() {
const content = this.getPgn();
// Forbid playing outside analyze mode, except if move is received.
// Sufficient condition because Board already knows which turn it is.
if (!navigate && this.game.mode!="analyze" && !receive
- && this.cursor < this.moves.length-1)
+ && (this.game.score != "*" || this.cursor < this.moves.length-1))
{
return;
}
else
this.moves = this.moves.slice(0,this.cursor).concat([move]);
}
- if (!navigate && this.game.mode != "analyze")
- this.$emit("newmove", move); //post-processing (e.g. computer play)
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
else //just show score on screen (allow undo)
this.showEndgameMsg(score + " . " + message);
}
+ if (!navigate && this.game.mode!="analyze")
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
};
if (!!receive && this.game.vname != "Dark")
this.animateMove(move, doPlayMove);
this.gotoMove(this.moves.length-1);
},
flip: function() {
- this.orientation = V.GetNextCol(this.orientation);
+ this.orientation = V.GetOppCol(this.orientation);
},
},
};
</script>
-<style lang="sass">
+<style lang="sass" scoped>
#baseGame
width: 100%
+ &:focus
+ outline: none
#gameContainer
margin-left: auto
margin-right: auto
+#downloadDiv
+ display: inline-block
+
#modal-eog+div .card
overflow: hidden
-@media screen and (min-width: 768px)
- #controls
- width: 400px
- margin-left: auto
- margin-right: auto
#controls
margin-top: 10px
margin-left: auto
display: inline-block
width: 20%
margin: 0
+@media screen and (min-width: 768px)
+ #controls
+ max-width: 400px
+#turnIndicator
+ text-align: center
#pgnDiv
text-align: center
margin-left: auto
margin-right: auto
#boardContainer
float: left
+// TODO: later, maybe, allow movesList of variable width
+// or e.g. between 250 and 350px (but more complicated)
#movesList
width: 280px
float: left
width: 100%
float: none
clear: both
- table
- tr
- display: flex
- margin: 0
- padding: 0
- td
- text-align: left
-.clearer
- clear: both
</style>