X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fcomponents%2FBaseGame.vue;h=612ded48241f341e33aa77eee917f594e25a2ce4;hb=f14572c4a22425033735253eabbaa2d8dbb53d05;hp=0b6fa05545b00ca92cc653c7b26a470732d27f49;hpb=5aa14a21484cf36838b5541afe2ee76b6d5c274b;p=vchess.git diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index 0b6fa055..612ded48 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -22,7 +22,7 @@ div#baseGame @play-move="play" ) #turnIndicator(v-if="showTurn") {{ turn }} - #controls + #controls.button-group button(@click="gotoBegin()") img.inline(src="/images/icons/fast-forward_rev.svg") button(@click="undo()") @@ -86,13 +86,6 @@ export default { stackToPlay: [] }; }, - watch: { - // game initial FEN changes when a new game starts. - // NOTE: when game ID change on Game page, fenStart may be temporarily undefined - "game.fenStart": function(fenStart) { - if (!!fenStart) this.re_setVariables(); - }, - }, computed: { showMoves: function() { return this.game.score != "*" @@ -127,7 +120,7 @@ export default { } }, created: function() { - if (this.game.fenStart) this.re_setVariables(); + if (!!this.game.fenStart) this.re_setVariables(); }, mounted: function() { if (!("ontouchstart" in window)) { @@ -138,9 +131,8 @@ export default { baseGameDiv.addEventListener("keydown", this.handleKeys); baseGameDiv.addEventListener("wheel", this.handleScroll); } - document.getElementById("eogDiv").addEventListener( - "click", - processModalClick); + document.getElementById("eogDiv") + .addEventListener("click", processModalClick); }, methods: { focusBg: function() { @@ -175,14 +167,15 @@ export default { //this.$router.push("/variants/" + this.game.vname); window.open("#/variants/" + this.game.vname, "_blank"); //better }, - re_setVariables: function() { + re_setVariables: function(game) { + if (!game) game = this.game; //in case of... this.endgameMessage = ""; // "w": default orientation for observed games - this.orientation = this.game.mycolor || "w"; - this.moves = JSON.parse(JSON.stringify(this.game.moves || [])); + this.orientation = game.mycolor || "w"; + this.moves = JSON.parse(JSON.stringify(game.moves || [])); // Post-processing: decorate each move with notation and FEN - this.vr = new V(this.game.fenStart); - const parsedFen = V.ParseFen(this.game.fenStart); + this.vr = new V(game.fenStart); + const parsedFen = V.ParseFen(game.fenStart); const firstMoveColor = parsedFen.turn; this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2); this.moves.forEach(move => { @@ -198,7 +191,8 @@ export default { this.moves.unshift({ notation: "...", start: { x: -1, y: -1 }, - end: { x: -1, y: -1 } + end: { x: -1, y: -1 }, + fen: game.fenStart }); } this.positionCursorTo(this.moves.length - 1); @@ -214,9 +208,7 @@ export default { } else { this.lastMove = this.moves[index]; } - } - else - this.lastMove = null; + } else this.lastMove = null; }, analyzePosition: function() { let newUrl = @@ -318,8 +310,6 @@ export default { if (!navigate) smove.notation = this.vr.getNotation(smove); this.vr.play(smove); this.lastMove = smove; - // Is opponent in check? - this.incheck = this.vr.getCheckSquares(this.vr.turn); if (!navigate) { if (!this.inMultimove) { if (this.cursor < this.moves.length - 1) @@ -362,11 +352,12 @@ export default { const afterMove = (smove, initurn) => { if (this.vr.turn != initurn) { // Turn has changed: move is complete - if (!smove.fen) { + if (!smove.fen) // NOTE: only FEN of last sub-move is required (thus setting it here) smove.fen = this.vr.getFen(); - this.emitFenIfAnalyze(); - } + // Is opponent in check? + this.incheck = this.vr.getCheckSquares(this.vr.turn); + this.emitFenIfAnalyze(); this.inMultimove = false; if (!noemit) { var score = this.vr.getCurrentScore(); @@ -444,10 +435,13 @@ export default { this.incheck = this.vr.getCheckSquares(this.vr.turn); } else { if (!move) { - if (this.cursor < 0) return; //no more moves + const minCursor = + this.moves.length > 0 && this.moves[0].notation == "..." + ? 1 + : 0; + if (this.cursor < minCursor) return; //no more moves move = this.moves[this.cursor]; } - // Caution; if multi-move, undo all submoves from last to first undoMove(move, this.vr); if (light) this.cursor--; else { @@ -476,15 +470,13 @@ export default { }, gotoBegin: function() { if (this.inMultimove) this.cancelCurrentMultimove(); - while (this.cursor >= 0) - this.undo(null, null, "light"); - if (this.moves.length > 0 && this.moves[0].notation == "...") { - this.cursor = 0; - this.lastMove = this.moves[0]; - } else { - this.lastMove = null; - } - this.incheck = []; + const minCursor = + this.moves.length > 0 && this.moves[0].notation == "..." + ? 1 + : 0; + while (this.cursor >= minCursor) this.undo(null, null, "light"); + this.lastMove = (minCursor == 1 ? this.moves[0] : null); + this.incheck = this.vr.getCheckSquares(this.vr.turn); this.emitFenIfAnalyze(); }, gotoEnd: function() { @@ -516,12 +508,9 @@ export default { display: inline-block #controls - margin: 0 auto - text-align: center - display: flex + user-select: none button - display: inline-block - width: 20% + border: none margin: 0 padding-top: 5px padding-bottom: 5px