.card.smallpad.small-modal.text-center
label.modal-close(for="modalEog")
h3#eogMessage.section {{ endgameMessage }}
+ // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
:user-color="game.mycolor" :orientation="orientation"
:vname="game.vname" @play-move="play")
this.cursor = L-1;
this.lastMove = (L > 0 ? this.moves[L-1] : null);
},
- setEndgameMessage: function(score) {
- let eogMessage = "Undefined";
- switch (score)
- {
- case "1-0":
- eogMessage = translations["White win"];
- break;
- case "0-1":
- eogMessage = translations["Black win"];
- break;
- case "1/2":
- eogMessage = translations["Draw"];
- break;
- case "?":
- eogMessage = "Unfinished";
- break;
- }
- this.endgameMessage = eogMessage;
- },
download: function() {
const content = this.getPgn();
// Prepare and trigger download link
}
return pgn + "\n";
},
- showScoreMsg: function(score) {
- this.setEndgameMessage(score);
+ getScoreMessage: function(score) {
+ let eogMessage = "Undefined";
+ switch (score)
+ {
+ case "1-0":
+ eogMessage = this.st.tr["White win"];
+ break;
+ case "0-1":
+ eogMessage = this.st.tr["Black win"];
+ break;
+ case "1/2":
+ eogMessage = this.st.tr["Draw"];
+ break;
+ case "?":
+ eogMessage = this.st.tr["Unfinished"];
+ break;
+ }
+ return eogMessage;
+ },
+ showEndgameMsg: function(message) {
+ this.endgameMessage = message;
let modalBox = document.getElementById("modalEog");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
},
- endGame: function(score) {
+ endGame: function(score, message) {
this.score = score;
- this.showScoreMsg(score);
+ if (!message)
+ message = this.getScoreMessage(score);
+ this.showEndgameMsg(score + " . " + message);
this.$emit("gameover", score);
},
animateMove: function(move) {
this.play(move);
}, 250);
},
- play: function(move, programmatic) {
+ play: function(move, receive, noanimate) {
const navigate = !move;
// Forbid playing outside analyze mode when cursor isn't at moves.length-1
// (except if we receive opponent's move, human or computer)
- if (!navigate && !this.analyze && !programmatic
+ if (!navigate && !this.analyze && !receive
&& this.cursor < this.moves.length-1)
{
return;
return; //no more moves
move = this.moves[this.cursor+1];
}
- else
- {
- move.color = this.vr.turn;
- move.notation = this.vr.getNotation(move);
- }
- if (!!programmatic) //computer or (remote) human opponent
+ if (!!receive && !noanimate) //opponent move, variant != "Dark"
{
if (this.cursor < this.moves.length-1)
this.gotoEnd(); //required to play the move
return this.animateMove(move);
}
+ if (!navigate)
+ {
+ move.color = this.vr.turn;
+ move.notation = this.vr.getNotation(move);
+ }
// Not programmatic, or animation is over
this.vr.play(move);
this.cursor++;
this.moves = this.moves.slice(0,this.cursor).concat([move]);
}
}
- // Is opponent in check?
+ // Is opponent in check? (TODO: generalize, find all check squares)
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
- if (score != "*")
+ if (score != "*") //TODO: generalize score for 3 or 4 players
{
if (!this.analyze)
this.endGame(score);
- else //just show score on screen (allow undo)
- this.showScoreMsg(score);
+ else
+ {
+ // Just show score on screen (allow undo)
+ const message = this.getScoreMessage(score);
+ this.showEndgameMsg(score + " . " + message);
+ }
}
if (!this.analyze)
this.$emit("newmove", move); //post-processing (e.g. computer play)