);
}
const lm = this.vr.lastMove;
- const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj});
+ const showLight = !this.expert &&
+ (this.mode!="idle" || this.cursor==this.vr.moves.length);
return h(
'div',
{
'class': {
'board': true,
['board'+sizeY]: true,
- 'light-square': (i+j)%2==0 && (this.expert || !highlight),
- 'dark-square': (i+j)%2==1 && (this.expert || !highlight),
- 'highlight': !this.expert && highlight,
- 'incheck': !this.expert && incheckSq[ci][cj],
+ 'light-square': (i+j)%2==0,
+ 'dark-square': (i+j)%2==1,
+ 'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
+ 'incheck': showLight && incheckSq[ci][cj],
},
attrs: {
id: this.getSquareId({x:ci,y:cj}),
[h('i', { 'class': { "material-icons": true } }, "flag")])
);
}
+ else if (this.vr.moves.length > 0)
+ {
+ // A game finished, and another is not started yet: allow navigation
+ actionArray = actionArray.concat([
+ h('button',
+ {
+ style: { "margin-left": "30px" },
+ on: { click: e => this.undo() },
+ attrs: { "aria-label": 'Undo' },
+ 'class': {
+ "tooltip":true,
+ "bottom": true,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
+ h('button',
+ {
+ on: { click: e => this.play() },
+ attrs: { "aria-label": 'Play' },
+ 'class': {
+ "tooltip":true,
+ "bottom": true,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
+ ]
+ );
+ }
elementArray.push(gameDiv);
if (!!this.vr.reserve)
{
this.conn.onopen = socketOpenListener;
this.conn.onmessage = socketMessageListener;
this.conn.onclose = socketCloseListener;
+ // Listen to keyboard left/right to navigate in game
+ document.onkeydown = event => {
+ if (this.mode == "idle" && this.vr.moves.length > 0
+ && [37,39].includes(event.keyCode))
+ {
+ event.preventDefault();
+ if (event.keyCode == 37) //Back
+ this.undo();
+ else //Forward (39)
+ this.play();
+ }
+ };
},
methods: {
download: function() {
if (this.mode == "human")
this.clearStorage();
this.mode = "idle";
+ this.cursor = this.vr.moves.length; //to navigate in finished game
this.oppid = "";
},
getEndgameMessage: function(score) {
}, 200);
},
play: function(move, programmatic) {
+ if (!move)
+ {
+ // Navigate after game is over
+ if (this.cursor >= this.vr.moves.length)
+ return; //already at the end
+ move = this.vr.moves[this.cursor++];
+ }
if (!!programmatic) //computer or human opponent
{
this.animateMove(move);
return;
}
- this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err => {});
- this.vr.play(move, "ingame");
+ if (this.mode != "idle")
+ {
+ this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
+ this.vr.play(move, "ingame");
+ }
+ else
+ {
+ VariantRules.PlayOnBoard(this.vr.board, move);
+ this.$forceUpdate(); //TODO: ?!
+ }
if (this.mode == "human")
this.updateStorage(); //after our moves and opponent moves
- const eog = this.vr.checkGameOver();
- if (eog != "*")
- this.endGame(eog);
- else if (this.mode == "computer" && this.vr.turn != this.mycolor)
+ if (this.mode != "idle")
+ {
+ const eog = this.vr.checkGameOver();
+ if (eog != "*")
+ this.endGame(eog);
+ }
+ if (this.mode == "computer" && this.vr.turn != this.mycolor)
setTimeout(this.playComputerMove, 500);
},
+ undo: function() {
+ // Navigate after game is over
+ if (this.cursor == 0)
+ return; //already at the beginning
+ if (this.cursor == this.vr.moves.length)
+ this.incheck = []; //in case of...
+ const move = this.vr.moves[--this.cursor];
+ VariantRules.UndoOnBoard(this.vr.board, move);
+ this.$forceUpdate(); //TODO: ?!
+ }
},
})