// NOTE: all following variables must be reset at the beginning of a game
endgameMessage: "",
orientation: "w",
- // TODO: score and moves could be also in gameInfo (when resuming)
score: "*", //'*' means 'unfinished'
moves: [],
cursor: -1, //index of the move just played
};
},
watch: {
- // fenStart changes when a new game starts
- "gameInfo.fenStart": function() {
+ // gameInfo (immutable once set) changes when a new game starts
+ "gameInfo": function() {
// Reset all variables
this.endgameMessage = "";
- this.orientation = this.gameInfo.mycolor || "w";
- this.score = "*";
- this.moves = [];
- this.cursor = -1;
- this.lastMove = null;
+ this.orientation = this.gameInfo.mycolor || "w"; //default orientation for observed games
+ this.score = this.gameInfo.score; //mutable (if initially "*")
+ this.moves = this.gameInfo.moves; //TODO: this is mutable; make a copy instead
+ const L = this.moves.length;
+ this.cursor = L-1;
+ this.lastMove = (L > 0 ? this.moves[L-1] : null);
},
analyze: function() {
if (this.analyze)
pgn += '[Site "vchess.club"]\n';
pgn += '[Variant "' + this.vname + '"]\n';
pgn += '[Date "' + getDate(new Date()) + '"]\n';
- pgn += '[White "' + this.game.players[0] + '"]\n';
- pgn += '[Black "' + this.game.players[1] + '"]\n';
- pgn += '[Fen "' + this.fenStart + '"]\n';
+ pgn += '[White "' + this.gameInfo.players[0] + '"]\n';
+ pgn += '[Black "' + this.gameInfo.players[1] + '"]\n';
+ pgn += '[Fen "' + this.gameInfo.fenStart + '"]\n';
pgn += '[Result "' + this.score + '"]\n\n';
let counter = 1;
let i = 0;
<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- BaseGame(:game="game" :analyze="analyze"
- :vr="vr" :fen-start="fenStart" :players="players" :mycolor="mycolor"
+ BaseGame(:vname="vname" :game-info="gameInfo" :analyze="analyze" :vr="vr"
ref="basegame" @newmove="processMove")
.button-group(v-if="mode!='analyze'")
button(@click="offerDraw") Draw
return {
st: store.state,
gameRef: {id: "", rid: ""}, //given in URL (rid = remote ID)
- game: null, //passed to BaseGame
+ gameInfo: {}, //passed to BaseGame
+ vr: null, //TODO
+ vname: "", //obtained from gameInfo (slightly redundant..)
drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
people: [], //potential observers (TODO)
};
},
watch: {
'$route' (to, from) {
- this.gameRef.id = to.params["id"];
- this.gameRef.rid = to.query["rid"];
- this.loadGame();
+ if (!!to.params["id"])
+ {
+ this.gameRef.id = to.params["id"];
+ this.gameRef.rid = to.query["rid"];
+ this.loadGame();
+ }
},
},
created: function() {
case "newmove":
// TODO: observer on dark games must see all board ? Or alternate ? (seems better)
// ...or just see nothing as on buho21
- this.$refs["baseGame"].play(
+ this.$refs["basegame"].play(
data.move, this.vname!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
// - from server (one correspondance game I play[ed] or not)
// - from remote peer (one live game I don't play, finished or not)
loadGame: async function() {
- const game = GameStorage.get(this.gameRef);
- this.game = game;
- this.cursor = game.moves.length-1;
- // TODO: lastMove must be in BaseGame, not here
- this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
- const vModule = await import("@/variants/" + game.vname + ".js");
+ this.gameInfo = GameStorage.get(this.gameRef);
+ this.vname = this.gameInfo.vname;
+ const vModule = await import("@/variants/" + this.vname + ".js");
window.V = vModule.VariantRules;
-
-
-
-
- // Poll all players except me (if I'm playing) to know online status.
- // --> Send ping to server (answer pong if players[s] are connected)
- if (!!this.gameRef.id)
- {
- this.game.players.forEach(p => {
- if (p.sid != this.st.user.sid)
- this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
- });
- }
-
-
-
-
-
+ this.vr = new V(this.gameInfo.fen);
+// // Poll all players except me (if I'm playing) to know online status.
+// // --> Send ping to server (answer pong if players[s] are connected)
+// if (this.gameInfo.players.some(p => p.sid == this.st.user.sid))
+// {
+// this.game.players.forEach(p => {
+// if (p.sid != this.st.user.sid)
+// this.st.conn.send(JSON.stringify({code:"ping", oppid:p.sid}));
+// });
+// }
},
oppConnected: function(uid) {
return this.opponents.some(o => o.id == uid && o.online);