| {{ st.tr["Rules"] }}
#movesList
MoveList(
- v-if="showMoves"
+ v-if="showMoves != 'none'"
+ :show="showMoves"
:score="game.score"
:message="game.scoreMsg"
:firstNum="firstMoveNumber"
"game.fenStart": function() {
this.re_setVariables();
},
- // Received a new move to play:
- "game.moveToPlay": function(move) {
- if (move) this.play(move, "receive");
- },
- // ...Or to undo (corr game, move not validated)
- "game.moveToUndo": function(move) {
- if (move) this.undo(move);
- }
},
computed: {
showMoves: function() {
- return this.game.score != "*" || (window.V && V.ShowMoves == "all");
+ return this.game.score != "*"
+ ? "all"
+ : (this.vr ? this.vr.showMoves : "none");
},
showTurn: function() {
- return this.game.score == '*' && window.V && V.ShowMoves != "all";
+ return this.game.score == '*' && this.vr && this.vr.showMoves != "all";
},
turn: function() {
- return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"];
+ return this.vr
+ ? this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]
+ : "";
},
canAnalyze: function() {
- return this.game.mode != "analyze" && window.V && V.CanAnalyze;
+ return this.game.mode != "analyze" && this.vr && this.vr.canAnalyze;
},
allowDownloadPGN: function() {
- return this.game.score != "*" || (window.V && V.ShowMoves == "all");
+ return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
}
},
created: function() {
},
re_setVariables: function() {
this.endgameMessage = "";
- this.orientation = this.game.mycolor || "w"; //default orientation for observed games
+ // "w": default orientation for observed games
+ this.orientation = this.game.mycolor || "w";
this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
- // Post-processing: decorate each move with color + current FEN:
- // (to be able to jump to any position quickly)
- let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
- this.firstMoveNumber = Math.floor(
- V.ParseFen(this.game.fenStart).movesCount / 2
- );
+ // Post-processing: decorate each move with color, notation and FEN
+ let vr_tmp = new V(this.game.fenStart);
+ const parsedFen = V.ParseFen(this.game.fenStart);
+ const firstMoveColor = parsedFen.turn;
+ this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
this.moves.forEach(move => {
- // NOTE: this is doing manually what play() function below achieve,
- // but in a lighter "fast-forward" way
move.color = vr_tmp.turn;
move.notation = vr_tmp.getNotation(move);
vr_tmp.play(move);
move.fen = vr_tmp.getFen();
});
- if (
- (this.moves.length > 0 && this.moves[0].color == "b") ||
- (this.moves.length == 0 && vr_tmp.turn == "b")
- ) {
+ if (firstMoveColor == "b") {
// 'end' is required for Board component to check lastMove for e.p.
this.moves.unshift({
color: "w",
this.vr.re_init(this.moves[index].fen);
this.cursor = index;
this.lastMove = this.moves[index];
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
},
gotoBegin: function() {
if (this.cursor == -1) return;
this.cursor = -1;
this.lastMove = null;
}
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
},
gotoEnd: function() {
if (this.cursor == this.moves.length - 1) return;