<template lang="pug">
-.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- input#modalEog.modal(type="checkbox")
- div(role="dialog" aria-labelledby="eogMessage")
- .card.smallpad.small-modal.text-center
- label.modal-close(for="modalEog")
- h3#eogMessage.section {{ endgameMessage }}
- // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
+div
+ input#modalEog.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="eogMessage")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalEog")
+ h3#eogMessage.section {{ endgameMessage }}
+ .float70 //TODO: use mini-css predefined styles
Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
:user-color="game.mycolor" :orientation="orientation"
:vname="game.vname" @play-move="play")
button(@click="flip") Flip
button(@click="gotoBegin") GotoBegin
button(@click="gotoEnd") GotoEnd
- #fenDiv.section-content(v-if="showFen && !!vr")
- p#fenString.text-center {{ vr.getFen() }}
- #pgnDiv.section-content
+ #fenDiv(v-if="showFen && !!vr")
+ p {{ vr.getFen() }}
+ #pgnDiv
a#download(href="#")
- .button-group
- button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
- // TODO: Import game button copy game locally in IndexedDB
- //button Import game
- //MoveList(v-if="showMoves"
+ button(@click="download") {{ st.tr["Download PGN"] }}
+ .float30 //TODO: should be optional (adjust widths dynamically)
+ MoveList(v-if="showMoves"
:moves="moves" :cursor="cursor" @goto-move="gotoMove")
</template>
<script>
import Board from "@/components/Board.vue";
-//import MoveList from "@/components/MoveList.vue";
+import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
import { getDate } from "@/utils/datetime";
name: 'my-base-game',
components: {
Board,
- //MoveList,
+ MoveList,
},
// "vr": VariantRules object, describing the game state + rules
props: ["vr","game"],
"game.fenStart": function() {
this.re_setVariables();
},
+ // Received a new move to play:
+ "game.moveToPlay": function() {
+ this.play(this.game.moveToPlay, "receive", this.game.vname=="Dark");
+ },
+ "game.score": function() {
+ this.endGame(this.game.score, this.game.scoreMsg);
+ },
},
computed: {
showMoves: function() {
return this.game.vname != "Dark" || this.score != "*";
},
analyze: function() {
- return this.game.mode == "analyze" || this.game.score != "*";
+ return this.game.mode == "analyze" || this.score != "*";
},
},
created: function() {
this.moves = this.moves.slice(0,this.cursor).concat([move]);
}
}
- // Is opponent in check? (TODO: generalize, find all check squares)
+ if (!this.analyze)
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
+ // Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
- if (score != "*") //TODO: generalize score for 3 or 4 players
+ if (score != "*")
{
if (!this.analyze)
this.endGame(score);
this.showEndgameMsg(score + " . " + message);
}
}
- if (!this.analyze) { console.log("EMIT NEWMOVE");
- this.$emit("newmove", move); //post-processing (e.g. computer play)
- }
},
undo: function(move) {
const navigate = !move;