@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()")
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 != "*"
}
},
created: function() {
- if (this.game.fenStart) this.re_setVariables();
+ if (!!this.game.fenStart) this.re_setVariables();
},
mounted: function() {
if (!("ontouchstart" in window)) {
//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 => {
#controls
user-select: none
- margin: 0 auto
- text-align: center
- display: flex
button
- display: inline-block
- width: 20%
+ border: none
margin: 0
padding-top: 5px
padding-bottom: 5px