<template lang="pug">
-.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:game="game" :vr="vr" ref="basegame"
- @newmove="processMove" @gameover="gameOver")
+BaseGame(:game="game" :vr="vr" ref="basegame"
+ @newmove="processMove" @gameover="gameOver")
</template>
<script>
BaseGame,
},
// gameInfo: fen + mode + vname
- // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze"
+ // mode: "auto" (game comp vs comp) or "versus" (normal)
props: ["gameInfo"],
data: function() {
return {
if (newScore != "*")
{
this.game.score = newScore; //user action
- this.game.mode = "analyze";
if (!this.compThink)
this.$emit("game-stopped"); //otherwise wait for comp
}
this.compWorker.onmessage = e => {
let compMove = e.data;
if (!compMove)
+ {
+ this.compThink = false;
+ this.$emit("game-stopped"); //no more moves: mate or stalemate
return; //after game ends, no more moves, nothing to do
+ }
if (!Array.isArray(compMove))
compMove = [compMove]; //to deal with MarseilleRules
// Small delay for the bot to appear "more human"
-// TODO: debug delay, 2000 --> 0
- const delay = 2000 + Math.max(500-(Date.now()-this.timeStart), 0);
-console.log("GOT MOVE: " + this.compThink);
+ const delay = Math.max(500-(Date.now()-this.timeStart), 0);
setTimeout(() => {
+ if (this.currentUrl != document.location.href)
+ return; //page change
// NOTE: Dark and 2-moves are incompatible
const animate = (this.gameInfo.vname != "Dark");
- this.$refs.basegame.play(compMove[0], animate);
- const waitEndOfAnimation = () => {
- // 250ms = length of animation (TODO: some constant somewhere)
- setTimeout( () => {
-console.log("RESET: " + this.compThink);
- this.compThink = false;
- if (this.game.score != "*") //user action
- this.$emit("game-stopped");
- }, animate ? 250 : 0);
- };
- if (compMove.length == 2)
- {
- setTimeout( () => {
- this.$refs.basegame.play(compMove[1], animate);
- waitEndOfAnimation();
- }, 750);
- }
- else
- waitEndOfAnimation();
+ const animDelay = (animate ? 250 : 0);
+ let moveIdx = 0;
+ let self = this;
+ (function executeMove() {
+ self.$set(self.game, "moveToPlay", compMove[moveIdx++]);
+ if (moveIdx >= compMove.length)
+ {
+ self.compThink = false;
+ if (self.game.score != "*") //user action
+ self.$emit("game-stopped");
+ }
+ else
+ setTimeout(executeMove, 500 + animDelay);
+ })();
}, delay);
}
if (!!this.gameInfo.fen)
let players = [{name:"Myself"},{name:"Computer"}];
if (mycolor == "b")
players = players.reverse();
+ this.currentUrl = document.location.href; //to avoid playing outside page
// NOTE: fen and fenStart are redundant in game object
this.game = Object.assign({},
this.gameInfo,
playComputerMove: function() {
this.timeStart = Date.now();
this.compThink = true;
-console.log("ASK MOVE (SET TRUE): " + this.compThink);
this.compWorker.postMessage(["askmove"]);
},
processMove: function(move) {
+ if (this.game.score != "*")
+ return;
// Send the move to web worker (including his own moves)
this.compWorker.postMessage(["newmove",move]);
// subTurn condition for Marseille (and Avalanche) rules
this.playComputerMove();
}
},
- gameOver: function(score) {
+ gameOver: function(score, scoreMsg) {
this.game.score = score;
- this.game.mode = "analyze";
+ this.game.scoreMsg = scoreMsg;
this.$emit("game-over", score); //bubble up to Rules.vue
},
},