img.inline(src="/images/icons/play.svg")
button(@click="gotoEnd()")
img.inline(src="/images/icons/fast-forward.svg")
- p(v-show="showFen") {{ (!!vr ? vr.getFen() : "") }}
+ p#fenAnalyze(v-show="showFen") {{ (!!vr ? vr.getFen() : "") }}
#movesList
MoveList(
:show="showMoves"
incheck: [], //for Board
inMultimove: false,
autoplay: false,
- autoplayLoop: null,
inPlay: false,
stackToPlay: []
};
.addEventListener("click", processModalClick);
},
beforeDestroy: function() {
- if (!!this.autoplayLoop) clearInterval(this.autoplayLoop);
+ // TODO: probably not required
+ this.autoplay = false;
},
methods: {
focusBg: function() {
const firstMoveColor = parsedFen.turn;
this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1;
let L = this.moves.length;
+ if (L == 0) {
+ this.incheck = [];
+ this.score = "*";
+ }
this.moves.forEach((move,idx) => {
// Strategy working also for multi-moves:
if (!Array.isArray(move)) move = [move];
if (idxM == Lm - 1) m.fen = this.vr.getFen();
if (idx == L - 1 && idxM == Lm - 1) {
this.incheck = checkSquares;
- const score = this.vr.getCurrentScore();
- if (["1-0", "0-1"].includes(score)) m.notation += "#";
+ this.score = this.vr.getCurrentScore();
+ if (["1-0", "0-1"].includes(this.score)) m.notation += "#";
}
});
});
fen = mv[mv.length-1].fen;
}
this.vr = new V(fen);
+ this.incheck = this.vr.getCheckSquares();
+ if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
+ else this.lastMove = null;
document.getElementById("analyzeBtn").classList.remove("active");
}
},
document.getElementById("modalEog").checked = true;
},
runAutoplay: function() {
- const infinitePlay = () => {
- if (this.cursor == this.moves.length - 1) {
- clearInterval(this.autoplayLoop);
- this.autoplayLoop = null;
- this.autoplay = false;
- return;
- }
- if (this.inPlay || this.inMultimove)
- // Wait next tick
- return;
- this.play();
- };
if (this.autoplay) {
this.autoplay = false;
- clearInterval(this.autoplayLoop);
- this.autoplayLoop = null;
- } else {
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), "received");
+ }
+ else if (this.cursor < this.moves.length - 1) {
this.autoplay = true;
- setTimeout(
- () => {
- infinitePlay();
- this.autoplayLoop = setInterval(infinitePlay, 1500);
- },
- // Small delay otherwise the first move is played too fast
- 500
- );
+ this.play(null, null, null, "autoplay");
}
},
// Animate an elementary move
if (!!move) this.play(move);
},
// "light": if gotoMove() or gotoEnd()
- play: function(move, received, light, noemit) {
+ play: function(move, received, light, autoplay) {
// Freeze while choices are shown:
if (this.$refs["board"].choices.length > 0) return;
- // The board may show some the possible moves: (TODO: bad solution)
- this.$refs["board"].resetCurrentAttempt();
- if (!!noemit) {
- if (this.inPlay) {
- // Received moves in observed games can arrive too fast:
+ const navigate = !move;
+ // Forbid navigation during autoplay:
+ if (navigate && this.autoplay && !autoplay) return;
+ // Forbid playing outside analyze mode, except if move is received.
+ // Sufficient condition because Board already knows which turn it is.
+ if (
+ this.mode != "analyze" &&
+ !navigate &&
+ !received &&
+ (this.game.score != "*" || this.cursor < this.moves.length - 1)
+ ) {
+ return;
+ }
+ if (!!received) {
+ if (this.autoplay || this.inPlay) {
+ // Received moves while autoplaying are stacked,
+ // and in observed games they could arrive too fast:
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();
}
- const navigate = !move;
+ // The board may show some the possible moves: (TODO: bad solution)
+ this.$refs["board"].resetCurrentAttempt();
const playSubmove = (smove) => {
smove.notation = this.vr.getNotation(smove);
smove.unambiguous = V.GetUnambiguousNotation(smove);
if (animate && smove.start.x >= 0) {
self.animateMove(smove, () => {
playSubmove(smove);
- if (moveIdx < move.length)
- setTimeout(executeMove, 500);
+ if (moveIdx < move.length) setTimeout(executeMove, 500);
else afterMove(smove, initurn);
});
} else {
const computeScore = () => {
const score = this.vr.getCurrentScore();
if (!navigate) {
- if (["1-0","0-1"].includes(score)) {
+ if (["1-0", "0-1"].includes(score)) {
if (Array.isArray(this.lastMove)) {
const L = this.lastMove.length;
this.lastMove[L - 1].notation += "#";
else this.lastMove.notation += "#";
}
}
- if (score != "*" && this.mode == "analyze") {
+ if (score != "*" && ["analyze", "versus"].includes(this.mode)) {
const message = getScoreMessage(score);
- // Just show score on screen (allow undo)
+ // Show score on screen
this.showEndgameMsg(score + " . " + this.st.tr[message]);
}
return score;
this.emitFenIfAnalyze();
this.inMultimove = false;
this.score = computeScore();
+ if (this.autoplay) {
+ if (this.cursor < this.moves.length - 1)
+ setTimeout(() => this.play(null, null, null, "autoplay"), 1000);
+ else {
+ this.autoplay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), "received");
+ }
+ }
if (this.mode != "analyze" && !navigate) {
- if (!noemit) {
+ if (!received) {
// Post-processing (e.g. computer play).
const L = this.moves.length;
- // NOTE: always emit the score, even in unfinished,
- // to tell Game::processMove() that it's not a received move.
+ // NOTE: always emit the score, even in unfinished
this.$emit("newmove", this.moves[L-1], { score: this.score });
} else {
this.inPlay = false;
if (this.stackToPlay.length > 0)
// Move(s) arrived in-between
- this.play(this.stackToPlay.pop(), received, light, noemit);
+ this.play(this.stackToPlay.pop(), "received");
}
}
}
return;
}
}
- // Forbid playing outside analyze mode, except if move is received.
- // Sufficient condition because Board already knows which turn it is.
- if (
- this.mode != "analyze" &&
- !navigate &&
- !received &&
- (this.game.score != "*" || this.cursor < this.moves.length - 1)
- ) {
- return;
- }
- if (!!received) {
- 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();
- }
playMove();
},
cancelCurrentMultimove: function() {
// "light": if gotoMove() or gotoBegin()
undo: function(move, light) {
// Freeze while choices are shown:
- if (this.$refs["board"].choices.length > 0) return;
+ if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) {
this.cancelCurrentMultimove();
}
},
gotoMove: function(index) {
- if (this.$refs["board"].choices.length > 0) return;
+ if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
if (index == this.cursor) return;
this.emitFenIfAnalyze();
},
gotoBegin: function() {
- if (this.$refs["board"].choices.length > 0) return;
+ if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
const minCursor =
this.emitFenIfAnalyze();
},
gotoEnd: function() {
- if (this.$refs["board"].choices.length > 0) return;
+ if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
this.$refs["board"].resetCurrentAttempt();
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
<style lang="sass" scoped>
[type="checkbox"]#modalEog+div .card
min-height: 45px
+ max-width: 350px
#baseGame
width: 100%
padding-top: 5px
padding-bottom: 5px
+p#fenAnalyze
+ margin: 5px
+
.in-autoplay
background-color: #FACF8C