<template lang="pug">
-div#baseGame(
- tabindex=-1
- @click="focusBg()"
- @keydown="handleKeys($event)"
- @wheel="handleScroll($event)"
-)
+div#baseGame
input#modalEog.modal(type="checkbox")
div#eogDiv(
role="dialog"
.card.text-center
label.modal-close(for="modalEog")
h3.section {{ endgameMessage }}
- input#modalAdjust.modal(type="checkbox")
- div#adjuster(
- role="dialog"
- data-checkbox="modalAdjust"
- )
- .card.text-center
- label.modal-close(for="modalAdjust")
- label(for="boardSize") {{ st.tr["Board size"] }}
- input#boardSize.slider(
- type="range"
- min="0"
- max="100"
- value="50"
- @input="adjustBoard()"
- )
#gameContainer
#boardContainer
Board(
+ ref="board"
:vr="vr"
:last-move="lastMove"
- :analyze="analyze"
+ :analyze="mode=='analyze'"
+ :score="game.score"
:user-color="game.mycolor"
:orientation="orientation"
:vname="game.vname"
:incheck="incheck"
@play-move="play"
+ @click-square="clickSquare"
)
- #turnIndicator(v-if="game.vname=='Dark' && game.score=='*'") {{ turn }}
- #controls
- button(@click="gotoBegin()") <<
- button(@click="undo()") <
- button(@click="flip()") ⇅
- button(@click="play()") >
- button(@click="gotoEnd()") >>
- #belowControls
- #downloadDiv(v-if="game.vname!='Dark' || game.score!='*'")
- a#download(href="#")
- button(@click="download()") {{ st.tr["Download"] }} PGN
- button(onClick="window.doClick('modalAdjust')") ⤢
- button(
- v-if="game.vname!='Dark' && game.mode!='analyze'"
- @click="analyzePosition()"
- )
- | {{ st.tr["Analyse"] }}
- // NOTE: rather ugly hack to avoid showing twice "rules" link...
+ #turnIndicator(v-if="showTurn") {{ turn }}
+ #controls.button-group
+ button(@click="gotoBegin()")
+ img.inline(src="/images/icons/fast-forward_rev.svg")
+ button(@click="undo()")
+ img.inline(src="/images/icons/play_rev.svg")
+ button(v-if="canFlip" @click="flip()")
+ img.inline(src="/images/icons/flip.svg")
button(
- v-if="!$route.path.match('/variants/')"
- @click="showRules()"
+ @click="runAutoplay()"
+ :class="{'in-autoplay': autoplay}"
)
- | {{ st.tr["Rules"] }}
+ img.inline(src="/images/icons/autoplay.svg")
+ button(@click="play()")
+ img.inline(src="/images/icons/play.svg")
+ button(@click="gotoEnd()")
+ img.inline(src="/images/icons/fast-forward.svg")
+ p#fenAnalyze(v-show="showFen") {{ (!!vr ? vr.getFen() : "") }}
#movesList
MoveList(
- v-if="showMoves"
+ :show="showMoves"
+ :canAnalyze="canAnalyze"
+ :canDownload="allowDownloadPGN"
:score="game.score"
:message="game.scoreMsg"
:firstNum="firstMoveNumber"
:moves="moves"
:cursor="cursor"
+ :vname="game.vname"
+ @download="download"
+ @showrules="showRules"
+ @analyze="toggleAnalyze"
@goto-move="gotoMove"
+ @redraw-board="redrawBoard"
)
.clearer
</template>
<script>
import Board from "@/components/Board.vue";
import MoveList from "@/components/MoveList.vue";
+import params from "@/parameters";
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
import { getDate } from "@/utils/datetime";
import { processModalClick } from "@/utils/modalClick";
import { getScoreMessage } from "@/utils/scoring";
+import { getFullNotation } from "@/utils/notation";
+import { undoMove } from "@/utils/playUndo";
export default {
name: "my-base-game",
components: {
Board,
MoveList
},
- // "vr": VariantRules object, describing the game state + rules
- props: ["vr", "game"],
+ props: ["game"],
data: function() {
return {
st: store.state,
// NOTE: all following variables must be reset at the beginning of a game
+ vr: null, //VariantRules object, game state
endgameMessage: "",
orientation: "w",
+ mode: "",
score: "*", //'*' means 'unfinished'
moves: [],
cursor: -1, //index of the move just played
lastMove: null,
firstMoveNumber: 0, //for printing
- incheck: [] //for Board
+ incheck: [], //for Board
+ inMultimove: false,
+ autoplay: false,
+ inPlay: false,
+ stackToPlay: []
};
},
- watch: {
- // game initial FEN changes when a new game starts
- "game.fenStart": function() {
- this.re_setVariables();
+ computed: {
+ turn: function() {
+ if (!this.vr) return "";
+ if (this.vr.showMoves != "all") {
+ return this.st.tr[
+ (this.vr.turn == 'w' ? "White" : "Black") + " to move"];
+ }
+ // Cannot flip (racing king or circular chess), or Monochrome
+ return (
+ this.vr.movesCount == 0 && this.game.mycolor == "w"
+ ? this.st.tr["It's your turn!"]
+ : ""
+ );
},
- // Received a new move to play:
- "game.moveToPlay": function(move) {
- if (move) this.play(move, "receive");
+ showFen: function() {
+ return (
+ this.mode == "analyze" &&
+ this.$router.currentRoute.path.indexOf("/analyse") === -1
+ );
},
- // ...Or to undo (corr game, move not validated)
- "game.moveToUndo": function(move) {
- if (move) this.undo(move);
- }
- },
- computed: {
+ // TODO: is it OK to pass "computed" as properties?
+ // Also, some are seemingly not recomputed when vr is initialized.
showMoves: function() {
- return this.game.vname != "Dark" || this.game.score != "*";
+ return (
+ !!this.game.score && this.game.score != "*"
+ ? "all"
+ : (!!this.vr ? this.vr.showMoves : "none")
+ );
},
- turn: function() {
- return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"];
+ showTurn: function() {
+ return (
+ !!this.game.score && this.game.score == '*' &&
+ !!this.vr &&
+ (
+ this.vr.showMoves != "all" ||
+ !this.vr.canFlip ||
+ this.vr.showFirstTurn
+ )
+ );
+ },
+ canAnalyze: function() {
+ return (
+ (!this.game.mode || this.game.mode != "analyze") &&
+ !!this.vr && this.vr.canAnalyze
+ );
},
- analyze: function() {
+ canFlip: function() {
+ return !!this.vr && this.vr.canFlip;
+ },
+ allowDownloadPGN: function() {
return (
- this.game.mode == "analyze" ||
- // From Board viewpoint, a finished Dark game == analyze (TODO: unclear)
- (this.game.vname == "Dark" && this.game.score != "*")
+ (!!this.game.score && this.game.score != "*") ||
+ (!!this.vr && !this.vr.someHiddenMoves)
);
}
},
created: function() {
- if (this.game.fenStart) this.re_setVariables();
+ if (!!this.game.fenStart) this.re_setVariables();
},
mounted: function() {
- [
- document.getElementById("eogDiv"),
- document.getElementById("adjuster")
- ].forEach(elt => elt.addEventListener("click", processModalClick));
- // Take full width on small screens:
- let boardSize = parseInt(localStorage.getItem("boardSize"));
- if (!boardSize) {
- boardSize =
- window.innerWidth >= 768
- ? 0.75 * Math.min(window.innerWidth, window.innerHeight)
- : window.innerWidth;
+ if (!("ontouchstart" in window)) {
+ // Desktop browser:
+ const baseGameDiv = document.getElementById("baseGame");
+ baseGameDiv.tabIndex = 0;
+ baseGameDiv.addEventListener("click", this.focusBg);
+ baseGameDiv.addEventListener("keydown", this.handleKeys);
+ baseGameDiv.addEventListener("wheel", this.handleScroll);
}
- const movesWidth = window.innerWidth >= 768 ? 280 : 0;
- document.getElementById("boardContainer").style.width = boardSize + "px";
- let gameContainer = document.getElementById("gameContainer");
- gameContainer.style.width = boardSize + movesWidth + "px";
- document.getElementById("boardSize").value =
- (boardSize * 100) / (window.innerWidth - movesWidth);
- // timeout to avoid calling too many time the adjust method
- let timeoutLaunched = false;
- window.addEventListener("resize", () => {
- if (!timeoutLaunched) {
- timeoutLaunched = true;
- setTimeout(() => {
- this.adjustBoard();
- timeoutLaunched = false;
- }, 500);
- }
- });
+ document.getElementById("eogDiv")
+ .addEventListener("click", processModalClick);
+ },
+ beforeDestroy: function() {
+ // TODO: probably not required
+ this.autoplay = false;
},
methods: {
focusBg: function() {
document.getElementById("baseGame").focus();
},
- adjustBoard: function() {
- const boardContainer = document.getElementById("boardContainer");
- if (!boardContainer) return; //no board on page
- const k = document.getElementById("boardSize").value;
- const movesWidth = window.innerWidth >= 768 ? 280 : 0;
- const minBoardWidth = 240; //TODO: these 240 and 280 are arbitrary...
- // Value of 0 is board min size; 100 is window.width [- movesWidth]
- const boardSize =
- minBoardWidth +
- (k * (window.innerWidth - (movesWidth + minBoardWidth))) / 100;
- localStorage.setItem("boardSize", boardSize);
- boardContainer.style.width = boardSize + "px";
- document.getElementById("gameContainer").style.width =
- boardSize + movesWidth + "px";
- },
handleKeys: function(e) {
if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
switch (e.keyCode) {
}
},
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();
- }
+ e.preventDefault();
+ if (e.deltaY < 0) this.undo();
+ else if (e.deltaY > 0) this.play();
+ },
+ redrawBoard: function() {
+ this.$refs["board"].re_setDrawings();
},
showRules: function() {
- //this.$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() {
+ re_setVariables: function(game) {
+ if (!game) game = this.game; //in case of...
this.endgameMessage = "";
- this.orientation = this.game.mycolor || "w"; //default orientation for observed games
- 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.firstMoveNumber = Math.floor(
- V.ParseFen(this.game.fenStart).movesCount / 2
- );
- this.moves.forEach(move => {
- // NOTE: this is doing manually what play() function below achieve,
- // but in a lighter "fast-forward" way
- move.color = vr_tmp.turn;
- move.notation = vr_tmp.getNotation(move);
- vr_tmp.play(move);
- move.fen = vr_tmp.getFen();
- });
- if (
- (this.moves.length > 0 && this.moves[0].color == "b") ||
- (this.moves.length == 0 && vr_tmp.turn == "b")
- ) {
- // 'end' is required for Board component to check lastMove for e.p.
+ // "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.inMultimove = false; //in case of
+ if (!!this.$refs["board"])
+ // Also in case of:
+ this.$refs["board"].resetCurrentAttempt();
+ let analyseBtn = document.getElementById("analyzeBtn");
+ if (!!analyseBtn) analyseBtn.classList.remove("active");
+ const parsedFen = V.ParseFen(game.fenStart);
+ const firstMoveColor = parsedFen.turn;
+ this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1;
+ let L = this.moves.length;
+ if (L == 0) {
+ // Could be started on a random position in analysis mode:
+ this.incheck = this.vr.getCheckSquares();
+ this.score = this.vr.getCurrentScore();
+ if (this.score != '*') {
+ // Show score on screen
+ const message = getScoreMessage(this.score);
+ this.showEndgameMsg(this.score + " . " + this.st.tr[message]);
+ }
+ }
+ else {
+ this.moves.forEach((move,idx) => {
+ // Strategy working also for multi-moves:
+ if (!Array.isArray(move)) move = [move];
+ const Lm = move.length;
+ move.forEach((m,idxM) => {
+ m.notation = this.vr.getNotation(m);
+ m.unambiguous = V.GetUnambiguousNotation(m);
+ 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;
+ this.score = this.vr.getCurrentScore();
+ if (["1-0", "0-1"].includes(this.score)) m.notation += "#";
+ }
+ });
+ });
+ }
+ if (firstMoveColor == "b") {
+ // 'start' & 'end' is required for Board component
this.moves.unshift({
- color: "w",
notation: "...",
- end: { x: -1, y: -1 }
+ unambiguous: "...",
+ start: { x: -1, y: -1 },
+ end: { x: -1, y: -1 },
+ fen: game.fenStart
});
+ L++;
}
- const L = this.moves.length;
- this.cursor = L - 1;
- this.lastMove = L > 0 ? this.moves[L - 1] : null;
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.positionCursorTo(L - 1);
},
- analyzePosition: function() {
- const newUrl =
- "/analyse/" +
- this.game.vname +
- "/?fen=" +
- this.vr.getFen().replace(/ /g, "_");
- // Open in same tab in live games (against cheating)
- if (this.game.type == "live") this.$router.push(newUrl);
- else window.open("#" + newUrl);
+ positionCursorTo: function(index) {
+ this.cursor = index;
+ // Note: last move in moves array might be a multi-move
+ if (index >= 0) this.lastMove = this.moves[index];
+ else this.lastMove = null;
+ },
+ toggleAnalyze: function() {
+ // Freeze while choices are shown (and autoplay has priority)
+ if (
+ this.inPlay ||
+ this.$refs["board"].choices.length > 0 ||
+ this.autoplay
+ ) {
+ return;
+ }
+ if (this.mode != "analyze") {
+ // Enter analyze mode:
+ this.gameMode = this.mode; //was not 'analyze'
+ this.mode = "analyze";
+ if (this.inMultimove) this.cancelCurrentMultimove();
+ 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.inMultimove = false; //in case of
+ this.$refs["board"].resetCurrentAttempt(); //also in case of
+ this.incheck = this.vr.getCheckSquares();
+ if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
+ else this.lastMove = null;
+ document.getElementById("analyzeBtn").classList.remove("active");
+ }
},
download: function() {
const content = this.getPgn();
let pgn = "";
pgn += '[Site "vchess.club"]\n';
pgn += '[Variant "' + this.game.vname + '"]\n';
- pgn += '[Date "' + getDate(new Date()) + '"]\n';
+ const gdt = getDate(new Date(this.game.created || Date.now()));
+ pgn += '[Date "' + gdt + '"]\n';
pgn += '[White "' + this.game.players[0].name + '"]\n';
pgn += '[Black "' + this.game.players[1].name + '"]\n';
pgn += '[Fen "' + this.game.fenStart + '"]\n';
- pgn += '[Result "' + this.game.score + '"]\n\n';
- let counter = 1;
- let i = 0;
- while (i < this.moves.length) {
- pgn += counter++ + ".";
- for (let color of ["w", "b"]) {
- let move = "";
- while (i < this.moves.length && this.moves[i].color == color)
- move += this.moves[i++].notation + ",";
- move = move.slice(0, -1); //remove last comma
- pgn += move + (i < this.moves.length ? " " : "");
+ pgn += '[Result "' + this.game.score + '"]\n';
+ if (!!this.game.id)
+ pgn += '[Url "' + params.serverUrl + '/game/' + this.game.id + '"]\n';
+ if (!!this.game.cadence)
+ pgn += '[Cadence "' + this.game.cadence + '"]\n';
+ pgn += '\n';
+ for (let i = 0; i < this.moves.length; i += 2) {
+ if (i > 0) pgn += " ";
+ // Adjust dots notation for a better display:
+ let fullNotation = getFullNotation(this.moves[i]);
+ if (fullNotation == "...") fullNotation = "..";
+ pgn += (i / 2 + this.firstMoveNumber) + "." + fullNotation;
+ if (i+1 < this.moves.length)
+ pgn += " " + getFullNotation(this.moves[i+1]);
+ }
+ pgn += "\n\n";
+ for (let i = 0; i < this.moves.length; i += 2) {
+ const moveNumber = i / 2 + this.firstMoveNumber;
+ // Skip "dots move", useless for machine reading:
+ if (this.moves[i].notation != "...") {
+ pgn += moveNumber + ".w " +
+ getFullNotation(this.moves[i], "unambiguous") + "\n";
+ }
+ if (i+1 < this.moves.length) {
+ pgn += moveNumber + ".b " +
+ getFullNotation(this.moves[i+1], "unambiguous") + "\n";
}
}
- return pgn + "\n";
+ return pgn;
},
showEndgameMsg: function(message) {
this.endgameMessage = message;
- let modalBox = document.getElementById("modalEog");
- modalBox.checked = true;
- setTimeout(() => {
- modalBox.checked = false;
- }, 2000);
+ document.getElementById("modalEog").checked = true;
+ },
+ runAutoplay: function() {
+ if (this.autoplay) {
+ this.autoplay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), "received");
+ }
+ else if (this.cursor < this.moves.length - 1) {
+ this.autoplay = true;
+ this.play(null, null, null, "autoplay");
+ }
},
+ // 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"
);
- // HACK for animation (with positive translate, image slides "under background")
- // Possible improvement: just alter squares on the piece's way...
+ // For some unknown reasons Opera get "movingPiece == null" error
+ // TODO: is it calling 'animate()' twice ? One extra time ?
+ if (!movingPiece) return;
const squares = document.getElementsByClassName("board");
for (let i = 0; i < squares.length; i++) {
let square = squares.item(i);
- if (square.id != getSquareId(move.start)) square.style.zIndex = "-1";
+ if (square.id != getSquareId(move.start))
+ // HACK for animation:
+ // (with positive translate, image slides "under background")
+ square.style.zIndex = "-1";
}
movingPiece.style.transform =
"translate(" + translation.x + "px," + translation.y + "px)";
callback();
}, 250);
},
- play: function(move, receive) {
- // NOTE: navigate and receive are mutually exclusive
+ // For Analyse mode:
+ emitFenIfAnalyze: function() {
+ if (this.game.mode == "analyze") {
+ let fen = this.game.fenStart;
+ if (!!this.lastMove) {
+ if (Array.isArray(this.lastMove)) {
+ const L = this.lastMove.length;
+ fen = this.lastMove[L-1].fen;
+ }
+ else fen = this.lastMove.fen;
+ }
+ this.$emit("fenchange", fen);
+ }
+ },
+ clickSquare: function(square) {
+ // Some variants make use of a single click at specific times:
+ const move = this.vr.doClick(square);
+ if (!!move) this.play(move);
+ },
+ // "light": if gotoMove() or gotoEnd()
+ play: function(move, received, light, autoplay) {
+ // Freeze while choices are shown:
+ if (
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
+ }
const navigate = !move;
+ // Forbid navigation during autoplay:
+ if (navigate && this.autoplay && !autoplay) return;
// 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 &&
- this.game.mode != "analyze" &&
- !receive &&
+ !received &&
(this.game.score != "*" || this.cursor < this.moves.length - 1)
) {
return;
}
- const doPlayMove = () => {
- // To play a move, cursor must be at the end of the game:
- if (!!receive && this.cursor < this.moves.length - 1) this.gotoEnd();
- if (navigate) {
- if (this.cursor == this.moves.length - 1) return; //no more moves
- move = this.moves[this.cursor + 1];
- } else {
- move.color = this.vr.turn;
- move.notation = this.vr.getNotation(move);
+ if (!!received) {
+ if (this.autoplay || this.inPlay) {
+ // Received moves while autoplaying are stacked,
+ // and in observed games they could arrive too fast:
+ this.stackToPlay.unshift(move);
+ return;
}
- this.vr.play(move);
- this.cursor++;
- this.lastMove = move;
- if (this.st.settings.sound == 2)
- new Audio("/sounds/move.mp3").play().catch(() => {});
- if (!navigate) {
- move.fen = this.vr.getFen();
- // Stack move on movesList at current cursor
- if (this.cursor == this.moves.length) this.moves.push(move);
- else this.moves = this.moves.slice(0, this.cursor).concat([move]);
+ this.inPlay = true;
+ 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();
+ }
+ // The board may show some possible moves: (TODO: bad solution)
+ this.$refs["board"].resetCurrentAttempt();
+ const playSubmove = (smove) => {
+ smove.notation = this.vr.getNotation(smove);
+ smove.unambiguous = V.GetUnambiguousNotation(smove);
+ this.vr.play(smove);
+ if (this.inMultimove && !!this.lastMove) {
+ if (!Array.isArray(this.lastMove))
+ this.lastMove = [this.lastMove, smove];
+ else this.lastMove.push(smove);
+ }
+ // Is opponent (or me) in check?
+ this.incheck = this.vr.getCheckSquares();
+ if (this.incheck.length > 0) smove.notation += "+";
+ if (!this.inMultimove) {
+ // First sub-move:
+ this.lastMove = smove;
+ // Condition is "!navigate" but we mean "!this.autoplay"
+ if (!navigate) {
+ if (this.cursor < this.moves.length - 1)
+ this.moves = this.moves.slice(0, this.cursor + 1);
+ this.moves.push(smove);
+ }
+ this.inMultimove = true; //potentially
+ this.cursor++;
+ } else if (!navigate) {
+ // Already in the middle of a multi-move
+ const L = this.moves.length;
+ if (!Array.isArray(this.moves[L-1]))
+ this.$set(this.moves, L-1, [this.moves[L-1], smove]);
+ else this.moves[L-1].push(smove);
}
- // Is opponent in check?
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ };
+ const playMove = () => {
+ const animate = (
+ ["all", "highlight"].includes(V.ShowMoves) &&
+ (this.autoplay || !!received)
+ );
+ if (!Array.isArray(move)) move = [move];
+ let moveIdx = 0;
+ let self = this;
+ const initurn = this.vr.turn;
+ (function executeMove() {
+ const smove = move[moveIdx++];
+ // NOTE: condition "smove.start.x >= 0" required for Dynamo,
+ // because second move may be empty. noHighlight condition
+ // is used at least for Chakart.
+ if (animate && smove.start.x >= 0 && !smove.end.noHighlight) {
+ self.animateMove(smove, () => {
+ playSubmove(smove);
+ if (moveIdx < move.length) setTimeout(executeMove, 500);
+ else afterMove(smove, initurn);
+ });
+ } else {
+ playSubmove(smove);
+ if (moveIdx < move.length) executeMove();
+ else afterMove(smove, initurn);
+ }
+ })();
+ };
+ const computeScore = () => {
const score = this.vr.getCurrentScore();
- if (score != "*") {
+ if (!navigate) {
+ if (["1-0", "0-1"].includes(score)) {
+ if (Array.isArray(this.lastMove)) {
+ const L = this.lastMove.length;
+ this.lastMove[L - 1].notation += "#";
+ }
+ else this.lastMove.notation += "#";
+ }
+ }
+ if (score != "*" && ["analyze", "versus"].includes(this.mode)) {
const message = getScoreMessage(score);
- if (this.game.mode != "analyze")
- this.$emit("gameover", score, message);
- //just show score on screen (allow undo)
- else this.showEndgameMsg(score + " . " + message);
+ // Show score on screen
+ this.showEndgameMsg(score + " . " + this.st.tr[message]);
}
- if (!navigate && this.game.mode != "analyze")
- this.$emit("newmove", move); //post-processing (e.g. computer play)
+ return score;
};
- if (!!receive && this.game.vname != "Dark")
- this.animateMove(move, doPlayMove);
- else doPlayMove();
- },
- undo: function(move) {
- const navigate = !move;
+ const afterMove = (smove, initurn) => {
+ if (this.vr.turn != initurn) {
+ // Turn has changed: move is complete
+ if (!smove.fen)
+ // NOTE: only FEN of last sub-move is required (=> setting it here)
+ smove.fen = this.vr.getFen();
+ this.emitFenIfAnalyze();
+ this.inMultimove = false;
+ this.score = computeScore();
+ if (this.autoplay) {
+ if (this.cursor < this.moves.length - 1)
+ setTimeout(() => this.play(null, null, null, "autoplay"), 1000);
+ else {
+ this.autoplay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), "received");
+ }
+ }
+ if (this.mode != "analyze" && !navigate) {
+ if (!received) {
+ // Post-processing (e.g. computer play).
+ const L = this.moves.length;
+ // NOTE: always emit the score, even in unfinished
+ this.$emit("newmove", this.moves[L-1], { score: this.score });
+ } else {
+ this.inPlay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), "received");
+ }
+ }
+ }
+ };
+ // NOTE: navigate and received are mutually exclusive
if (navigate) {
- if (this.cursor < 0) return; //no more moves
- move = this.moves[this.cursor];
+ // The move to navigate to is necessarily full:
+ if (this.cursor == this.moves.length - 1) return; //no more moves
+ move = this.moves[this.cursor + 1];
+ if (!this.autoplay) {
+ // Just play the move:
+ if (!Array.isArray(move)) move = [move];
+ for (let i=0; i < move.length; i++) this.vr.play(move[i]);
+ if (!light) {
+ this.lastMove = move;
+ this.incheck = this.vr.getCheckSquares();
+ this.score = computeScore();
+ this.emitFenIfAnalyze();
+ }
+ this.cursor++;
+ return;
+ }
}
- this.vr.undo(move);
+ playMove();
+ },
+ cancelCurrentMultimove: function() {
+ const L = this.moves.length;
+ let move = this.moves[L-1];
+ if (!Array.isArray(move)) move = [move];
+ for (let i = move.length - 1; i >= 0; i--) this.vr.undo(move[i]);
+ this.moves.pop();
this.cursor--;
- this.lastMove = this.cursor >= 0 ? this.moves[this.cursor] : undefined;
- if (this.st.settings.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(() => {});
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (!navigate) this.moves.pop();
+ this.inMultimove = false;
+ },
+ cancelLastMove: function() {
+ // The last played move was canceled (corr game)
+ this.undo();
+ this.moves.pop();
+ },
+ // "light": if gotoMove() or gotoBegin()
+ undo: function(move, light) {
+ if (
+ this.autoplay ||
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
+ }
+ this.$refs["board"].resetCurrentAttempt();
+ if (this.inMultimove) {
+ this.cancelCurrentMultimove();
+ this.incheck = this.vr.getCheckSquares();
+ if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
+ else this.lastMove = null;
+ } else {
+ if (!move) {
+ 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];
+ }
+ this.$refs["board"].resetCurrentAttempt();
+ undoMove(move, this.vr);
+ if (light) this.cursor--;
+ else {
+ this.positionCursorTo(this.cursor - 1);
+ this.incheck = this.vr.getCheckSquares();
+ this.emitFenIfAnalyze();
+ }
+ }
},
gotoMove: function(index) {
- this.vr.re_init(this.moves[index].fen);
- this.cursor = index;
- this.lastMove = this.moves[index];
+ if (
+ this.autoplay ||
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
+ }
+ this.$refs["board"].resetCurrentAttempt();
+ if (this.inMultimove) this.cancelCurrentMultimove();
+ if (index == this.cursor) return;
+ if (index < this.cursor) {
+ while (this.cursor > index)
+ this.undo(null, null, "light");
+ }
+ else {
+ // index > this.cursor)
+ while (this.cursor < index)
+ this.play(null, null, "light");
+ }
+ // NOTE: next line also re-assign cursor, but it's very light
+ this.positionCursorTo(index);
+ this.incheck = this.vr.getCheckSquares();
+ this.emitFenIfAnalyze();
},
gotoBegin: function() {
- if (this.cursor == -1) return;
- this.vr.re_init(this.game.fenStart);
- if (this.moves.length > 0 && this.moves[0].notation == "...") {
- this.cursor = 0;
- this.lastMove = this.moves[0];
- } else {
- this.cursor = -1;
- this.lastMove = null;
+ if (
+ this.autoplay ||
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
}
+ this.$refs["board"].resetCurrentAttempt();
+ if (this.inMultimove) this.cancelCurrentMultimove();
+ const minCursor =
+ this.moves.length > 0 && this.moves[0].notation == "..."
+ ? 1
+ : 0;
+ while (this.cursor >= minCursor) this.undo(null, null, "light");
+ this.lastMove = (minCursor == 1 ? this.moves[0] : null);
+ this.incheck = this.vr.getCheckSquares();
+ this.emitFenIfAnalyze();
},
gotoEnd: function() {
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
},
flip: function() {
+ if (this.$refs["board"].choices.length > 0) return;
this.orientation = V.GetOppCol(this.orientation);
}
}
<style lang="sass" scoped>
[type="checkbox"]#modalEog+div .card
min-height: 45px
-
-[type="checkbox"]#modalAdjust+div .card
- padding: 5px
+ max-width: 350px
#baseGame
width: 100%
display: inline-block
#controls
- margin: 0 auto
+ user-select: none
button
- display: inline-block
- width: 20%
+ border: none
margin: 0
+ padding-top: 5px
+ padding-bottom: 5px
+
+p#fenAnalyze
+ margin: 5px
+
+.in-autoplay
+ background-color: #FACF8C
+
+img.inline
+ height: 22px
+ 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