:firstNum="firstMoveNumber"
:moves="moves"
:cursor="cursor"
+ :vname="game.vname"
@download="download"
@showrules="showRules"
@analyze="toggleAnalyze"
@goto-move="gotoMove"
- @reset-arrows="resetArrows"
+ @redraw-board="redrawBoard"
)
.clearer
</template>
return this.st.tr[
(this.vr.turn == 'w' ? "White" : "Black") + " to move"];
}
- // Cannot flip: racing king or circular chess
+ // 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!"]
// TODO: is it OK to pass "computed" as properties?
// Also, some are seemingly not recomputed when vr is initialized.
showMoves: function() {
- return this.game.score != "*"
- ? "all"
- : (!!this.vr ? this.vr.showMoves : "none");
+ return (
+ !!this.game.score && this.game.score != "*"
+ ? "all"
+ : (!!this.vr ? this.vr.showMoves : "none")
+ );
},
showTurn: function() {
return (
- this.game.score == '*' &&
- !!this.vr && (this.vr.showMoves != "all" || !this.vr.canFlip)
+ !!this.game.score && this.game.score == '*' &&
+ !!this.vr &&
+ (
+ this.vr.showMoves != "all" ||
+ !this.vr.canFlip ||
+ this.vr.showFirstTurn
+ )
);
},
canAnalyze: function() {
return (
- this.game.mode != "analyze" &&
+ (!this.game.mode || this.game.mode != "analyze") &&
!!this.vr && this.vr.canAnalyze
);
},
},
allowDownloadPGN: function() {
return (
- this.game.score != "*" ||
- (!!this.vr && this.vr.showMoves == "all")
+ (!!this.game.score && this.game.score != "*") ||
+ (!!this.vr && !this.vr.someHiddenMoves)
);
}
},
if (e.deltaY < 0) this.undo();
else if (e.deltaY > 0) this.play();
},
- resetArrows: function() {
- // TODO: make arrows scale with board, and remove this
- this.$refs["board"].cancelResetArrows();
+ redrawBoard: function() {
+ this.$refs["board"].re_setDrawings();
},
showRules: function() {
// The button is here only on Game page:
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) {
- this.incheck = [];
- this.score = "*";
+ // 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]);
+ }
}
- 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 += "#";
- }
+ 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({
else this.lastMove = null;
},
toggleAnalyze: function() {
- // Autoplay has priority:
- if (this.autoplay) return;
+ // Freeze while choices are shown (and autoplay has priority)
+ if (
+ this.inPlay ||
+ this.$refs["board"].choices.length > 0 ||
+ this.autoplay
+ ) {
+ return;
+ }
if (this.mode != "analyze") {
// Enter analyze mode:
- if (this.inMultimove) this.cancelCurrentMultimove();
this.gameMode = this.mode; //was not 'analyze'
this.mode = "analyze";
+ if (this.inMultimove) this.cancelCurrentMultimove();
this.gameCursor = this.cursor;
this.gameMoves = JSON.parse(JSON.stringify(this.moves));
document.getElementById("analyzeBtn").classList.add("active");
fen = mv[mv.length-1].fen;
}
this.vr = new V(fen);
+ this.inMultimove = false; //in case of
+ this.$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;
// "light": if gotoMove() or gotoEnd()
play: function(move, received, light, autoplay) {
// Freeze while choices are shown:
- if (this.$refs["board"].choices.length > 0) return;
+ if (
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
+ }
const navigate = !move;
// Forbid navigation during autoplay:
if (navigate && this.autoplay && !autoplay) return;
// To play a received move, cursor must be at the end of the game:
this.gotoEnd();
}
- // The board may show some the possible moves: (TODO: bad solution)
+ // The board may show some possible moves: (TODO: bad solution)
this.$refs["board"].resetCurrentAttempt();
const playSubmove = (smove) => {
smove.notation = this.vr.getNotation(smove);
(function executeMove() {
const smove = move[moveIdx++];
// NOTE: condition "smove.start.x >= 0" required for Dynamo,
- // because second move may be empty.
- if (animate && smove.start.x >= 0) {
+ // 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);
},
// "light": if gotoMove() or gotoBegin()
undo: function(move, light) {
- // Freeze while choices are shown:
- if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
+ if (
+ this.autoplay ||
+ !!this.$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 =
}
},
gotoMove: function(index) {
- if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
+ if (
+ this.autoplay ||
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
+ }
this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
if (index == this.cursor) return;
this.emitFenIfAnalyze();
},
gotoBegin: function() {
- if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
+ if (
+ this.autoplay ||
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
+ }
this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
const minCursor =
this.emitFenIfAnalyze();
},
gotoEnd: function() {
- if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
- this.$refs["board"].resetCurrentAttempt();
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
- this.emitFenIfAnalyze();
},
flip: function() {
if (this.$refs["board"].choices.length > 0) return;