};
},
watch: {
- "$route": function(to, from) {
- this.gameRef.fen = to.query["fen"].replace(/_/g, " ");
- this.gameRef.vname = to.params["vname"];
- this.loadGame();
- },
+ // NOTE: no watcher for $route change, because if fenStart doesn't change
+ // then it doesn't trigger BaseGame.re_init() and the result is weird.
"vr.movesCount": function(fen) {
this.curFen = this.vr.getFen();
this.adjustFenSize();
},
},
created: function() {
- this.gameRef.fen = this.$route.query["fen"].replace(/_/g, " ");
this.gameRef.vname = this.$route.params["vname"];
- if (this.gameRef.vname != "Dark")
- this.initialize(this.loadGame);
- else
+ if (this.gameRef.vname == "Dark")
{
alert(this.st.tr["Analyze in Dark mode makes no sense!"]);
history.back(); //or this.$router.go(-1)
}
+ else
+ {
+ this.gameRef.fen = this.$route.query["fen"].replace(/_/g, " ");
+ this.initialize();
+ }
},
methods: {
- initialize: async function(callback) {
+ initialize: async function() {
// Obtain VariantRules object
const vModule = await import("@/variants/" + this.gameRef.vname + ".js");
window.V = vModule.VariantRules;
- callback();
+ this.loadGame();
},
loadGame: function() {
// NOTE: no need to set score (~unused)