let self = this;
setTimeout(() => {
if (this.currentUrl != document.location.href) return; //page change
- // NOTE: BaseGame::play() will trigger processMove() here
self.$refs["basegame"].play(compMove, "received");
+ const animationLength =
+ // 250 = length of animation, 500 = delay between sub-moves
+ // TODO: a callback would be cleaner.
+ 250 + (Array.isArray(compMove) ? (compMove.length - 1) * 750 : 0);
+ setTimeout(() => self.processMove(compMove), animationLength);
self.compThink = false;
if (self.game.score != "*")
// User action
if (this.gameInfo.mode == "versus")
CompgameStorage.add(game);
}
- if (this.gameInfo.mode == "versus" && !game.mycolor)
- game.mycolor = Math.random() < 0.5 ? "w" : "b";
+ if (!game.mycolor) game.mycolor = (Math.random() < 0.5 ? "w" : "b");
this.compWorker.postMessage(["init", game.fen]);
this.vr = new V(game.fen);
game.players = [{ name: "Myself" }, { name: "Computer" }];
- if (game.myColor == "b") game.players = game.players.reverse();
+ if (game.mycolor == "b") game.players = game.players.reverse();
game.score = "*"; //finished games are removed
+ game.mode = this.gameInfo.mode;
this.currentUrl = document.location.href; //to avoid playing outside page
this.game = game;
+ this.$refs["basegame"].re_setVariables(game);
this.compWorker.postMessage(["init", game.fen]);
if (this.gameInfo.mode == "auto" || game.mycolor != this.vr.turn)
this.playComputerMove();
processMove: function(move, scoreObj) {
playMove(move, this.vr);
// This move could have ended the game:
+ if (!scoreObj) scoreObj = { score: this.vr.getCurrentScore() };
if (scoreObj.score != "*") {
this.gameOver(scoreObj.score);
return;