@play-move="play"
)
#turnIndicator(v-if="showTurn") {{ turn }}
- #controls
+ #controls.button-group
button(@click="gotoBegin()")
img.inline(src="/images/icons/fast-forward_rev.svg")
button(@click="undo()")
stackToPlay: []
};
},
- watch: {
- // game initial FEN changes when a new game starts.
- // NOTE: when game ID change on Game page, fenStart may be temporarily undefined
- "game.fenStart": function(fenStart) {
- if (!!fenStart) this.re_setVariables();
- },
- },
computed: {
showMoves: function() {
return this.game.score != "*"
}
},
created: function() {
- if (this.game.fenStart) this.re_setVariables();
+ if (!!this.game.fenStart) this.re_setVariables();
},
mounted: function() {
if (!("ontouchstart" in window)) {
baseGameDiv.addEventListener("keydown", this.handleKeys);
baseGameDiv.addEventListener("wheel", this.handleScroll);
}
- document.getElementById("eogDiv").addEventListener(
- "click",
- processModalClick);
+ document.getElementById("eogDiv")
+ .addEventListener("click", processModalClick);
},
methods: {
focusBg: function() {
//this.$router.push("/variants/" + this.game.vname);
window.open("#/variants/" + this.game.vname, "_blank"); //better
},
- re_setVariables: function() {
+ re_setVariables: function(game) {
+ if (!game) game = this.game; //in case of...
this.endgameMessage = "";
// "w": default orientation for observed games
- this.orientation = this.game.mycolor || "w";
- this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
+ this.orientation = game.mycolor || "w";
+ this.moves = JSON.parse(JSON.stringify(game.moves || []));
// Post-processing: decorate each move with notation and FEN
- this.vr = new V(this.game.fenStart);
- const parsedFen = V.ParseFen(this.game.fenStart);
+ this.vr = new V(game.fenStart);
+ const parsedFen = V.ParseFen(game.fenStart);
const firstMoveColor = parsedFen.turn;
this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
this.moves.forEach(move => {
this.emitFenIfAnalyze();
}
this.inMultimove = false;
- const score = this.vr.getCurrentScore();
- if (score != "*") {
- const message = getScoreMessage(score);
- if (!navigate && this.game.mode != "analyze")
- this.$emit("gameover", score, message);
- else if (this.game.mode == "analyze")
+ if (!noemit) {
+ var score = this.vr.getCurrentScore();
+ if (score != "*" && this.game.mode == "analyze") {
+ const message = getScoreMessage(score);
// Just show score on screen (allow undo)
this.showEndgameMsg(score + " . " + this.st.tr[message]);
+ }
}
if (!navigate && this.game.mode != "analyze") {
const L = this.moves.length;
if (!noemit)
- // Post-processing (e.g. computer play)
- this.$emit("newmove", this.moves[L-1]);
+ // Post-processing (e.g. computer play).
+ // NOTE: always emit the score, even in unfinished,
+ // to tell Game::processMove() that it's not a received move.
+ this.$emit("newmove", this.moves[L-1], { score: score });
else {
this.inPlay = false;
if (this.stackToPlay.length > 0)
display: inline-block
#controls
- margin: 0 auto
- text-align: center
- display: flex
+ user-select: none
button
- display: inline-block
- width: 20%
+ border: none
margin: 0
padding-top: 5px
padding-bottom: 5px