fen = mv[mv.length-1].fen;
}
this.vr = new V(fen);
+ this.incheck = this.vr.getCheckSquares();
document.getElementById("analyzeBtn").classList.remove("active");
}
},
play: function(move, received, light, noemit) {
// 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();
+ const navigate = !move;
+ // 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") { console.log("received move");
+ console.log(move); }
+
+ 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 (!!noemit) {
if (this.inPlay) {
// Received moves in observed games can arrive too fast:
}
this.inPlay = true;
}
- 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);
this.lastMove = smove;
// Condition is "!navigate" but we mean "!this.autoplay"
if (!navigate) {
- if (this.cursor < this.moves.length - 1)
+ IF (this.cursor < this.moves.length - 1)
this.moves = this.moves.slice(0, this.cursor + 1);
this.moves.push(smove);
}
let self = this;
const initurn = this.vr.turn;
(function executeMove() {
+console.log("execute move " + move.length);
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) {
self.animateMove(smove, () => {
playSubmove(smove);
+
+console.log(moveIdx + " " + move.length);
+
if (moveIdx < move.length)
setTimeout(executeMove, 500);
else afterMove(smove, initurn);
};
const afterMove = (smove, initurn) => {
if (this.vr.turn != initurn) {
+
+console.log(smove);
+
// Turn has changed: move is complete
if (!smove.fen)
// NOTE: only FEN of last sub-move is required (=> setting it here)
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() {