move.flags = JSON.stringify(this.aggregateFlags()); //save flags (for undo)
if (V.HasEnpassant)
this.epSquares.push( this.getEpSquare(move) );
+ if (!move.color)
+ move.color = this.turn; //for interface
V.PlayOnBoard(this.board, move);
this.turn = V.GetOppCol(this.turn);
this.movesCount++;
vr: null, //VariantRules object, describing the game state + rules
endgameMessage: "",
orientation: "w",
+ fenStart: "",
moves: [], //TODO: initialize if gameId is defined...
+ cursor: 0,
// orientation :: button flip
// userColor: given by gameId, or fen (if no game Id)
// gameOver: known if gameId; otherwise assue false
return this.allowChat && this.mode=='human' && this.score != '*';
},
showMoves: function() {
+ return true;
return this.allowMovelist && window.innerWidth >= 768;
},
showFen: function() {
</my-chat>
<my-board v-bind:vr="vr" :mode="mode" :orientation="orientation" :user-color="mycolor" @play-move="play">
</my-board>
+ <div class="button-group">
+ <button @click="() => play()">Play</button>
+ <button @click="() => undo()">Undo</button>
+ <button @click="flip">Flip</button>
+ <button @click="gotoBegin">GotoBegin</button>
+ <button @click="gotoEnd">GotoEnd</button>
+ </div>
<div v-if="showFen && !!vr" id="fen-div" class="section-content">
<p id="fen-string" class="text-center">
{{ vr.getFen() }}
{{ translate("Download PGN") }}
</button>
</div>
- <my-move-list v-if="showMoves" :moves="moves">
+ <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
</my-move-list>
</div>
`,
created: function() {
-
-// console.log(this.fen);
-// console.log(this.gameId);
if (!!this.gameId)
this.loadGame();
else if (!!this.fen)
+ {
this.vr = new VariantRules(this.fen);
+ this.fenStart = this.fen;
+ }
// TODO: after game, archive in indexedDB
// TODO: this events listener is central. Refactor ? How ?
const socketMessageListener = msg => {
}, 250);
},
play: function(move, programmatic) {
+ // Forbid playing outside analyze mode when cursor isn't at moves.length-1
+ if (this.mode != "analyze" && this.cursor < this.moves.length-1)
+ return;
+ let navigate = !move;
+ if (navigate)
+ {
+ if (this.cursor == this.moves.length)
+ return; //no more moves
+ move = this.moves[this.cursor];
+ }
if (!!programmatic) //computer or human opponent
return this.animateMove(move);
// Not programmatic, or animation is over
if (!move.notation)
move.notation = this.vr.getNotation(move);
+ if (!move.color)
+ move.color = this.vr.turn;
this.vr.play(move);
+ this.cursor++;
if (!move.fen)
move.fen = this.vr.getFen();
if (this.sound == 2)
// Send the move to web worker (including his own moves)
this.compWorker.postMessage(["newmove",move]);
}
- if (this.score == "*" || this.mode == "analyze")
+ if (!navigate && (this.score == "*" || this.mode == "analyze"))
{
- // Stack move on movesList
- this.moves.push(move);
+ // Stack move on movesList at current cursor
+ if (this.cursor == this.moves.length)
+ this.moves.push(move);
+ else
+ this.moves = this.moves.slice(0,this.cursor-1).concat([move]);
}
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
}
else if (this.mode == "computer" && this.vr.turn != this.userColor)
this.playComputerMove();
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
},
undo: function(move) {
+ let navigate = !move;
+ if (navigate)
+ {
+ if (this.cursor == 0)
+ return; //no more moves
+ move = this.moves[this.cursor-1];
+ }
this.vr.undo(move);
+ this.cursor--;
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
if (this.sound == 2)
new Audio("/sounds/undo.mp3").play().catch(err => {});
this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (this.mode == "analyze")
+ if (!navigate && this.mode == "analyze")
this.moves.pop();
+ if (navigate)
+ this.$forceUpdate(); //TODO!?
+ },
+ gotoMove: function(index) {
+ this.vr = new VariantRules(this.moves[index].fen);
+ this.cursor = index+1;
+ },
+ gotoBegin: function() {
+ this.vr = new VariantRules(this.fenStart);
+ this.cursor = 0;
+ },
+ gotoEnd: function() {
+ this.gotoMove(this.moves.length-1);
+ },
+ flip: function() {
+ this.orientation = V.GetNextCol(this.orientation);
},
},
})
-// cursor + ........
//TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
//comme sur lichess
//TODO: component for moves list on the right
// TODO: generic "getPGN" in the same way (following move.color)
Vue.component('my-move-list', {
- props: ["moves"], //TODO: other props for e.g. players names + connected indicator
+ props: ["moves","cursor"], //TODO: other props for e.g. players names + connected indicator
// --> we could also add turn indicator here
+ // + missing "cursor" prop
data: function() {
return {
- // if oppid == "computer" then mode = "computer" (otherwise human)
- myid: "", //TODO
+ something: "", //TODO
};
},
// TODO: extend rendering for more than 2 colors: would be a parameter
if (this.moves.length == 0)
return;
const nbColors = 2;
- if (this.moves[0].color == "black")
- this.moves.unshift({color: "white", notation: "..."});
+ // TODO: name colors "white", "black", "red", "yellow" ?
+ if (this.moves[0].color == "b")
+ this.moves.unshift({color: "w", notation: "..."});
let tableContent = [];
let moveCounter = 0;
let tableRow = undefined;
let curCellContent = "";
for (let i=0; i<this.moves.length; i++)
{
- if (this.moves[i].color == "white")
+ if (this.moves[i].color == "w")
{
- if (i == 0 || i>0 && this.moves[i-1].color=="black")
+ if (i == 0 || i>0 && this.moves[i-1].color=="b")
{
if (!!tableRow)
+ {
+ tableRow.children = moveCells;
tableContent.push(tableRow);
+ }
moveCells = [
h(
"td",
- { attrs: { innerHTML: (++moveCounter) + "." } }
+ { domProps: { innerHTML: (++moveCounter) + "." } }
)
];
tableRow = h(
"tr",
- { },
- moveCells
+ { }
);
curCellContent = "";
}
- curCellContent += this.moves[i].notation + ",";
+ }
+ curCellContent += this.moves[i].notation;
+ if (i < this.moves.length-1 && this.moves[i+1].color == this.moves[i].color)
+ curCellContent += ",";
+ else //color change
+ {
moveCells.push(
h(
"td",
- { attrs: ..............
+ {
+ domProps: { innerHTML: curCellContent },
+ on: { click: () => this.gotoMove(i) },
+ "class": { "highlight-lm": this.cursor-1 == i },
+ }
+ )
+ );
+ curCellContent = "";
}
}
// Complete last row, which might not be full:
- if (tableRow.length-1 < nbColors)
+ if (moveCells.length-1 < nbColors)
{
const delta = nbColors - (moveCells.length-1);
for (let i=0; i<delta; i++)
{
moveCells.push(
- "td"
- { attrs: { innerHTML: "" } }
+ h(
+ "td",
+ { domProps: { innerHTML: "" } }
+ )
);
}
- tableContent.push(tableRow);
}
+ tableRow.children = moveCells;
+ tableContent.push(tableRow);
const movesTable = h(
"table",
{ },
);
return movesTable;
},
-// methods: {
-// },
-}
+ methods: {
+ gotoMove: function(index) {
+ this.$emit("goto-move", index);
+ },
+ },
+})
userColor: "w",
allowChat: false,
- allowMovelist: false,
+ allowMovelist: true,
fen: V.GenRandInitFen(),
},
created: function() {
getTurnFen()
{
- if (this.startAtFirstMove && this.moves.length==0)
- return "w";
return this.turn + this.subTurn;
}
// Extract subTurn from turn indicator: "w" (first move), or
// "w1" or "w2" white subturn 1 or 2, and same for black
const fullTurn = V.ParseFen(fen).turn;
- this.startAtFirstMove = (fullTurn == "w");
this.turn = fullTurn[0];
- this.subTurn = (fullTurn[1] || 1);
+ this.subTurn = (fullTurn[1] || 0); //"w0" = special code for first move in game
}
getPotentialPawnMoves([x,y])
return moves;
}
- play(move, ingame)
+ play(move)
{
- if (!!ingame)
- {
- move.notation = [this.getNotation(move), this.getLongNotation(move)];
- // In this special case, we also need the "move color":
- move.color = this.turn;
- }
move.flags = JSON.stringify(this.aggregateFlags());
+ move.turn = this.turn + this.subturn;
V.PlayOnBoard(this.board, move);
const epSq = this.getEpSquare(move);
- if (this.startAtFirstMove && this.moves.length == 0)
+ if (this.subTurn == 0) //first move in game
{
this.turn = "b";
this.epSquares.push([epSq]);
this.epSquares.push([epSq]);
this.subTurn = 3 - this.subTurn;
}
- this.moves.push(move);
this.updateVariables(move);
- if (!!ingame)
- move.hash = hex_md5(this.getFen());
}
undo(move)
{
this.disaggregateFlags(JSON.parse(move.flags));
V.UndoOnBoard(this.board, move);
- if (this.startAtFirstMove && this.moves.length == 1)
- {
- this.turn = "w";
+ if (move.turn[1] == '0' || move.checkOnSubturn1 || this.subTurn == 2)
this.epSquares.pop();
- }
- else if (move.checkOnSubturn1)
+ else //this.subTurn == 1
{
- this.turn = V.GetOppCol(this.turn);
- this.subTurn = 1;
- this.epSquares.pop();
- }
- else
- {
- if (this.subTurn == 1)
- {
- this.turn = V.GetOppCol(this.turn);
- let lastEpsq = this.epSquares[this.epSquares.length-1];
- lastEpsq.pop();
- }
- else
- this.epSquares.pop();
- this.subTurn = 3 - this.subTurn;
+ let lastEpsq = this.epSquares[this.epSquares.length-1];
+ lastEpsq.pop();
}
- this.moves.pop();
+ this.turn = move.turn[0];
+ this.subTurn = parseInt(move.turn[1]);
this.unupdateVariables(move);
}
return selected;
}
+ // TODO: put this generic version elsewhere
getPGN(mycolor, score, fenStart, mode)
{
let pgn = "";
// Game section:
+td.highlight-lm
+ background-color: purple
+
button.play
height: 24px
margin: 0
script(src="/javascripts/components/board.js")
//script(src="/javascripts/components/problemPreview.js")
//script(src="/javascripts/components/problems.js")
+ script(src="/javascripts/components/moveList.js")
script(src="/javascripts/components/game.js")
script(src="/javascripts/variant.js")