case "newmove":
// TODO: observer on dark games must see all board ? Or alternate ? (seems better)
// ...or just see nothing as on buho21
- this.$refs["basegame"].play(
- data.move, this.game.vname!="Dark" ? "animate" : null); //TODO: arg to know if opponent move (or comp) in case of dark variant...
- this.processMove(data.move);
+ // NOTE: next call will trigger processMove()
+ this.$refs["basegame"].play(data.move,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
if (this.gameRef.id != data.gameId)
}));
}
else if (data.movesCount > L) //just got last move from him
- this.play(data.lastMove, "animate");
+ this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
break;
case "resign": //..you won!
this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
// Post-processing: decorate each move with current FEN:
// (to be able to jump to any position quickly)
game.moves.forEach(move => {
- // TODO: this is doing manually what BaseGame.play() achieve...
+ // NOTE: this is doing manually what BaseGame.play() achieve...
+ // but in a lighter "fast-forward" way
move.color = this.vr.turn;
this.vr.play(move);
move.fen = this.vr.getFen();
if (!this.game.mycolor)
return; //I'm just an observer
// Update storage (corr or live)
- const colorIdx = ["w","b","g","r"][move.color];
+ const colorIdx = ["w","b","g","r"].indexOf(move.color);
// https://stackoverflow.com/a/38750895
const allowed_fields = ["appear", "vanish", "start", "end"];
const filtered_move = Object.keys(move)
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
// (otherwise move.elapsed is supposed to be already transmitted)
+ let addTime = undefined;
if (move.color == this.game.mycolor)
{
const elapsed = Date.now() - GameStorage.getInitime();
}));
});
move.elapsed = elapsed;
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed/1000;
}
GameStorage.update({
colorIdx: colorIdx,
move: filtered_move,
fen: move.fen,
- elapsed: move.elapsed,
- increment: this.game.increment, //redundant but faster
- initime: (this.vr.turn == this.game.mycolor), //is it my turn?
+ addTime: addTime,
+ initime: (this.vr.turn == this.game.mycolor), //my turn now?
});
},
// NOTE: this update function should also work for corr games