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
- //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"],
"game.fenStart": function() {
this.re_setVariables();
},
+ "game.score": function() {
+ this.score = this.game.score;
+ },
},
computed: {
showMoves: function() {
return this.game.vname != "Dark" || this.score != "*";
},
analyze: function() {
- return this.game.mode == "analyze" || this.game.score != "*";
+ return this.game.mode == "analyze" || this.score != "*";
},
},
created: function() {
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.lastMove = move;
if (this.st.settings.sound == 2)
new Audio("/sounds/move.mp3").play().catch(err => {});
- if (!this.analyze)
- this.$emit("newmove", move); //post-processing (e.g. computer play)
if (!navigate)
{
move.fen = this.vr.getFen();
this.moves = this.moves.slice(0,this.cursor).concat([move]);
}
}
+ if (!this.analyze)
+ this.$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();