:firstNum="firstMoveNumber"
:moves="moves"
:cursor="cursor"
+ :vname="game.vname"
@download="download"
@showrules="showRules"
@analyze="toggleAnalyze"
// 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.game.score && this.game.score == '*' &&
!!this.vr &&
(
this.vr.showMoves != "all" ||
},
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)
);
}
},
},
toggleAnalyze: function() {
// Freeze while choices are shown (and autoplay has priority)
- if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
+ if (
+ this.inPlay ||
+ this.$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");
(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);