X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fcomponents%2FBaseGame.vue;h=c4ffe5cafe9128930d50695ad242a3d8c47ea43f;hb=84fc0f02d3d399af66c40b3e9994f67b415ffd0e;hp=e7977eb20a0bf745065c76259408cec0eb1cf76d;hpb=aae89b49a846b2c101d74db7dff9151392d6db34;p=vchess.git diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index e7977eb2..c4ffe5ca 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.$router.push("/variants/" + this.game.vname); window.open("#/variants/" + this.game.vname, "_blank"); //better }, - re_setVariables: function() { + re_setVariables: function(game) { + if (!game) game = this.game; //in case of... this.endgameMessage = ""; // "w": default orientation for observed games - this.orientation = this.game.mycolor || "w"; - this.moves = JSON.parse(JSON.stringify(this.game.moves || [])); + this.orientation = game.mycolor || "w"; + this.moves = JSON.parse(JSON.stringify(game.moves || [])); // Post-processing: decorate each move with notation and FEN - this.vr = new V(this.game.fenStart); - const parsedFen = V.ParseFen(this.game.fenStart); + this.vr = new V(game.fenStart); + const parsedFen = V.ParseFen(game.fenStart); const firstMoveColor = parsedFen.turn; this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2); this.moves.forEach(move => { @@ -198,7 +191,8 @@ export default { this.moves.unshift({ notation: "...", start: { x: -1, y: -1 }, - end: { x: -1, y: -1 } + end: { x: -1, y: -1 }, + fen: game.fenStart }); } this.positionCursorTo(this.moves.length - 1); @@ -214,9 +208,7 @@ export default { } else { this.lastMove = this.moves[index]; } - } - else - this.lastMove = null; + } else this.lastMove = null; }, analyzePosition: function() { let newUrl = @@ -299,7 +291,7 @@ export default { if (this.game.mode == "analyze") { this.$emit( "fenchange", - this.lastMove ? this.lastMove.fen : this.game.fenStart + !!this.lastMove ? this.lastMove.fen : this.game.fenStart ); } }, @@ -315,30 +307,26 @@ export default { } const navigate = !move; const playSubmove = (smove) => { - if (!navigate) smove.notation = this.vr.getNotation(smove); + 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) - this.moves = this.moves.slice(0, this.cursor + 1); - this.moves.push(smove); - this.inMultimove = true; //potentially - this.cursor++; - } else { - // Already in the middle of a multi-move - const L = this.moves.length; - if (!Array.isArray(this.moves[L-1])) - this.$set(this.moves, L-1, [this.moves[L-1], smove]); - else - this.$set(this.moves, L-1, this.moves.concat([smove])); - } + if (!this.inMultimove) { + if (this.cursor < this.moves.length - 1) + this.moves = this.moves.slice(0, this.cursor + 1); + this.moves.push(smove); + this.inMultimove = true; //potentially + this.cursor++; + } else { + // Already in the middle of a multi-move + const L = this.moves.length; + if (!Array.isArray(this.moves[L-1])) + this.$set(this.moves, L-1, [this.moves[L-1], smove]); + else + this.$set(this.moves, L-1, this.moves.concat([smove])); } }; const playMove = () => { - const animate = V.ShowMoves == "all" && (received || navigate); + const animate = (V.ShowMoves == "all" && !!received); if (!Array.isArray(move)) move = [move]; let moveIdx = 0; let self = this; @@ -359,29 +347,33 @@ export default { } })(); }; + const computeScore = () => { + const score = this.vr.getCurrentScore(); + if (score != "*" && this.game.mode == "analyze") { + const message = getScoreMessage(score); + // Just show score on screen (allow undo) + this.showEndgameMsg(score + " . " + this.st.tr[message]); + } + return score; + }; 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; - const score = this.vr.getCurrentScore(); - if (score != "*") { - const message = getScoreMessage(score); - if (!navigate && this.game.mode != "analyze") - this.$emit("gameover", score, message); - else if (this.game.mode == "analyze") - // Just show score on screen (allow undo) - this.showEndgameMsg(score + " . " + this.st.tr[message]); - } - if (!navigate && this.game.mode != "analyze") { + if (!noemit) var score = computeScore(); + if (this.game.mode != "analyze") { const L = this.moves.length; if (!noemit) - // Post-processing (e.g. computer play) - this.$emit("newmove", this.moves[L-1]); + // Post-processing (e.g. computer play). + // NOTE: always emit the score, even in unfinished, + // to tell Game::processMove() that it's not a received move. + this.$emit("newmove", this.moves[L-1], { score: score }); else { this.inPlay = false; if (this.stackToPlay.length > 0) @@ -396,13 +388,13 @@ export default { // The move to navigate to is necessarily full: if (this.cursor == this.moves.length - 1) return; //no more moves move = this.moves[this.cursor + 1]; - if (light) { - // Just play the move, nothing else: - if (!Array.isArray(move)) move = [move]; - for (let i=0; i < move.length; i++) this.vr.play(move[i]); - } - else { - playMove(); + // Just play the move: + if (!Array.isArray(move)) move = [move]; + for (let i=0; i < move.length; i++) this.vr.play(move[i]); + if (!light) { + this.lastMove = move[move.length-1]; + this.incheck = this.vr.getCheckSquares(this.vr.turn); + computeScore(); this.emitFenIfAnalyze(); } this.cursor++; @@ -443,10 +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 { @@ -475,15 +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() { @@ -515,12 +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