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A few fixes (for updateCastleFlags()) + add Madhouse and Pocketknight variants
[vchess.git]
/
client
/
src
/
components
/
BaseGame.vue
diff --git
a/client/src/components/BaseGame.vue
b/client/src/components/BaseGame.vue
index
f476064
..
87d18ab
100644
(file)
--- a/
client/src/components/BaseGame.vue
+++ b/
client/src/components/BaseGame.vue
@@
-51,6
+51,7
@@
div#baseGame
:firstNum="firstMoveNumber"
:moves="moves"
:cursor="cursor"
:firstNum="firstMoveNumber"
:moves="moves"
:cursor="cursor"
+ :vname="game.vname"
@download="download"
@showrules="showRules"
@analyze="toggleAnalyze"
@download="download"
@showrules="showRules"
@analyze="toggleAnalyze"
@@
-86,6
+87,7
@@
export default {
endgameMessage: "",
orientation: "w",
mode: "",
endgameMessage: "",
orientation: "w",
mode: "",
+ gameMode: "",
score: "*", //'*' means 'unfinished'
moves: [],
cursor: -1, //index of the move just played
score: "*", //'*' means 'unfinished'
moves: [],
cursor: -1, //index of the move just played
@@
-121,13
+123,15
@@
export default {
// TODO: is it OK to pass "computed" as properties?
// Also, some are seemingly not recomputed when vr is initialized.
showMoves: function() {
// TODO: is it OK to pass "computed" as properties?
// Also, some are seemingly not recomputed when vr is initialized.
showMoves: function() {
- return this.game.score != "*"
- ? "all"
- : (!!this.vr ? this.vr.showMoves : "none");
+ return (
+ !!this.game.score && this.game.score != "*"
+ ? "all"
+ : (!!this.vr ? this.vr.showMoves : "none")
+ );
},
showTurn: function() {
return (
},
showTurn: function() {
return (
- this.game.score == '*' &&
+
!!this.game.score &&
this.game.score == '*' &&
!!this.vr &&
(
this.vr.showMoves != "all" ||
!!this.vr &&
(
this.vr.showMoves != "all" ||
@@
-138,7
+142,7
@@
export default {
},
canAnalyze: function() {
return (
},
canAnalyze: function() {
return (
-
this.game.mode != "analyze"
&&
+
(!this.game.mode || this.game.mode != "analyze")
&&
!!this.vr && this.vr.canAnalyze
);
},
!!this.vr && this.vr.canAnalyze
);
},
@@
-147,8
+151,8
@@
export default {
},
allowDownloadPGN: function() {
return (
},
allowDownloadPGN: function() {
return (
-
this.game.score != "*"
||
- (!!this.vr &&
this.vr.showMoves == "all"
)
+
(!!this.game.score && this.game.score != "*")
||
+ (!!this.vr &&
!this.vr.someHiddenMoves
)
);
}
},
);
}
},
@@
-248,12
+252,10
@@
export default {
const checkSquares = this.vr.getCheckSquares();
if (checkSquares.length > 0) m.notation += "+";
if (idxM == Lm - 1) m.fen = this.vr.getFen();
const checkSquares = this.vr.getCheckSquares();
if (checkSquares.length > 0) m.notation += "+";
if (idxM == Lm - 1) m.fen = this.vr.getFen();
- if (idx == L - 1 && idxM == Lm - 1) {
- this.incheck = checkSquares;
- this.score = this.vr.getCurrentScore();
- if (["1-0", "0-1"].includes(this.score)) m.notation += "#";
- }
+ if (idx == L - 1 && idxM == Lm - 1) this.incheck = checkSquares;
});
});
+ this.score = this.vr.getCurrentScore();
+ if (["1-0", "0-1"].includes(this.score)) m.notation += "#";
});
}
if (firstMoveColor == "b") {
});
}
if (firstMoveColor == "b") {
@@
-277,19
+279,25
@@
export default {
},
toggleAnalyze: function() {
// Freeze while choices are shown (and autoplay has priority)
},
toggleAnalyze: function() {
// Freeze while choices are shown (and autoplay has priority)
- if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
+ if (
+ this.inPlay ||
+ this.$refs["board"].choices.length > 0 ||
+ this.autoplay
+ ) {
+ return;
+ }
if (this.mode != "analyze") {
// Enter analyze mode:
if (this.mode != "analyze") {
// Enter analyze mode:
- if (this.inMultimove) this.cancelCurrentMultimove();
this.gameMode = this.mode; //was not 'analyze'
this.mode = "analyze";
this.gameMode = this.mode; //was not 'analyze'
this.mode = "analyze";
+ if (this.inMultimove) this.cancelCurrentMultimove();
this.gameCursor = this.cursor;
this.gameMoves = JSON.parse(JSON.stringify(this.moves));
document.getElementById("analyzeBtn").classList.add("active");
}
else {
// Exit analyze mode:
this.gameCursor = this.cursor;
this.gameMoves = JSON.parse(JSON.stringify(this.moves));
document.getElementById("analyzeBtn").classList.add("active");
}
else {
// Exit analyze mode:
- this.mode = this.gameMode
;
+ this.mode = this.gameMode;
this.cursor = this.gameCursor;
this.moves = this.gameMoves;
let fen = this.game.fenStart;
this.cursor = this.gameCursor;
this.moves = this.gameMoves;
let fen = this.game.fenStart;
@@
-455,11
+463,11
@@
export default {
this.stackToPlay.unshift(move);
return;
}
this.stackToPlay.unshift(move);
return;
}
- this.inPlay = true;
if (this.mode == "analyze") this.toggleAnalyze();
if (this.cursor < this.moves.length - 1)
// To play a received move, cursor must be at the end of the game:
this.gotoEnd();
if (this.mode == "analyze") this.toggleAnalyze();
if (this.cursor < this.moves.length - 1)
// To play a received move, cursor must be at the end of the game:
this.gotoEnd();
+ this.inPlay = true;
}
// The board may show some possible moves: (TODO: bad solution)
this.$refs["board"].resetCurrentAttempt();
}
// The board may show some possible moves: (TODO: bad solution)
this.$refs["board"].resetCurrentAttempt();
@@
-506,8
+514,9
@@
export default {
(function executeMove() {
const smove = move[moveIdx++];
// NOTE: condition "smove.start.x >= 0" required for Dynamo,
(function executeMove() {
const smove = move[moveIdx++];
// NOTE: condition "smove.start.x >= 0" required for Dynamo,
- // because second move may be empty.
- if (animate && smove.start.x >= 0) {
+ // because second move may be empty. noHighlight condition
+ // is used at least for Chakart.
+ if (animate && smove.start.x >= 0 && !smove.end.noHighlight) {
self.animateMove(smove, () => {
playSubmove(smove);
if (moveIdx < move.length) setTimeout(executeMove, 500);
self.animateMove(smove, () => {
playSubmove(smove);
if (moveIdx < move.length) setTimeout(executeMove, 500);