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Get rid of ugly this.... calls
[vchess.git]
/
client
/
src
/
views
/
Game.vue
diff --git
a/client/src/views/Game.vue
b/client/src/views/Game.vue
index
2751b56
..
5199154
100644
(file)
--- a/
client/src/views/Game.vue
+++ b/
client/src/views/Game.vue
@@
-9,6
+9,7
@@
button(@click="offerDraw") Draw
button(@click="abortGame") Abort
button(@click="resign") Resign
button(@click="offerDraw") Draw
button(@click="abortGame") Abort
button(@click="resign") Resign
+ div(v-if="game.type=='corr'") {{ game.corrMsg }}
textarea(v-if="game.score=='*'" v-model="corrMsg")
Chat(:players="game.players")
</template>
textarea(v-if="game.score=='*'" v-model="corrMsg")
Chat(:players="game.players")
</template>
@@
-73,10
+74,7
@@
export default {
{
clearInterval(clockUpdate);
if (countdown < 0)
{
clearInterval(clockUpdate);
if (countdown < 0)
- {
- this.$refs["basegame"].endGame(
- this.vr.turn=="w" ? "0-1" : "1-0", "Time");
- }
+ this.setScore(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
}
else
{
}
else
{
@@
-196,9
+194,8
@@
export default {
game:myGame, target:data.from}));
break;
case "newmove":
game:myGame, target:data.from}));
break;
case "newmove":
- // NOTE: this call to play() will trigger processMove()
- this.$refs["basegame"].play(data.move,
- "receive", this.game.vname!="Dark" ? "animate" : null);
+ this.corrMsg = data.move.message; //may be empty
+ this.game.moveToPlay = data.move;
break;
case "lastate": //got opponent infos about last move
{
break;
case "lastate": //got opponent infos about last move
{
@@
-209,14
+206,13
@@
export default {
break;
}
case "resign":
break;
}
case "resign":
- this.$refs["basegame"].endGame(
- (data.side=="b" ? "1-0" : "0-1"), "Resign");
+ this.setScore(data.side=="b" ? "1-0" : "0-1", "Resign");
break;
case "abort":
break;
case "abort":
- this.
$refs["basegame"].endGam
e("?", "Abort");
+ this.
setScor
e("?", "Abort");
break;
case "draw":
break;
case "draw":
- this.
$refs["basegame"].endGam
e("1/2", "Mutual agreement");
+ this.
setScor
e("1/2", "Mutual agreement");
break;
case "drawoffer":
this.drawOffer = "received"; //TODO: observers don't know who offered draw
break;
case "drawoffer":
this.drawOffer = "received"; //TODO: observers don't know who offered draw
@@
-247,19
+243,22
@@
export default {
if (data.movesCount > L)
{
// Just got last move from him
if (data.movesCount > L)
{
// Just got last move from him
- this.$refs["basegame"].play(data.lastMove,
- "receive", this.game.vname!="Dark" ? "animate" : null);
+ this.game.moveToPlay = data.lastMove;
if (data.score != "*" && this.game.score == "*")
{
// Opponent resigned or aborted game, or accepted draw offer
// (this is not a stalemate or checkmate)
if (data.score != "*" && this.game.score == "*")
{
// Opponent resigned or aborted game, or accepted draw offer
// (this is not a stalemate or checkmate)
- this.
$refs["basegame"].endGam
e(data.score, "Opponent action");
+ this.
setScor
e(data.score, "Opponent action");
}
this.game.clocks = data.clocks; //TODO: check this?
if (!!data.lastMove.draw)
this.drawOffer = "received";
}
},
}
this.game.clocks = data.clocks; //TODO: check this?
if (!!data.lastMove.draw)
this.drawOffer = "received";
}
},
+ setScore: function(score, message) {
+ this.game.scoreMsg = message;
+ this.game.score = score;
+ },
offerDraw: function() {
if (this.drawOffer == "received")
{
offerDraw: function() {
if (this.drawOffer == "received")
{
@@
-269,7
+268,7
@@
export default {
if (p.sid != this.st.user.sid)
this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
});
if (p.sid != this.st.user.sid)
this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
});
- this.
$refs["basegame"].endGam
e("1/2", "Mutual agreement");
+ this.
setScor
e("1/2", "Mutual agreement");
}
else if (this.drawOffer == "sent")
{
}
else if (this.drawOffer == "sent")
{
@@
-293,8
+292,7
@@
export default {
abortGame: function() {
if (!confirm(this.st.tr["Terminate game?"]))
return;
abortGame: function() {
if (!confirm(this.st.tr["Terminate game?"]))
return;
- // Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame("?", "Abort");
+ this.setScore("?", "Abort");
this.people.forEach(p => {
if (p.sid != this.st.user.sid)
{
this.people.forEach(p => {
if (p.sid != this.st.user.sid)
{
@@
-315,9
+313,7
@@
export default {
side:this.game.mycolor, target:p.sid}));
}
});
side:this.game.mycolor, target:p.sid}));
}
});
- // Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+ this.setScore(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
// 3 cases for loading a game:
// - from indexedDB (running or completed live game I play)
},
// 3 cases for loading a game:
// - from indexedDB (running or completed live game I play)
@@
-462,12
+458,6
@@
export default {
}));
}
});
}));
}
});
- if (this.game.type == "corr" && this.corrMsg != "")
- {
- // Add message to last move in BaseGame:
- // TODO: not very good style...
- this.$refs["basegame"].setCurrentMessage(this.corrMsg);
- }
}
else
addTime = move.addTime; //supposed transmitted
}
else
addTime = move.addTime; //supposed transmitted
@@
-481,10
+471,10
@@
export default {
GameStorage.update(this.gameRef.id,
{
fen: move.fen,
GameStorage.update(this.gameRef.id,
{
fen: move.fen,
+ message: this.corrMsg,
move:
{
squares: filtered_move,
move:
{
squares: filtered_move,
- message: this.corrMsg,
played: Date.now(), //TODO: on server?
idx: this.game.moves.length,
},
played: Date.now(), //TODO: on server?
idx: this.game.moves.length,
},
@@
-511,9
+501,6
@@
export default {
//TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
this.game.initime[nextIdx] = Date.now();
//TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
this.game.initime[nextIdx] = Date.now();
- // Finally reset curMoveMessage if needed
- if (this.game.type == "corr" && move.color == this.game.mycolor)
- this.corrMsg = "";
},
gameOver: function(score) {
this.game.mode = "analyze";
},
gameOver: function(score) {
this.game.mode = "analyze";