#gameContainer
#boardContainer
Board(
+ ref="board"
:vr="vr"
:last-move="lastMove"
:analyze="game.mode=='analyze'"
const parsedFen = V.ParseFen(game.fenStart);
const firstMoveColor = parsedFen.turn;
this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
+ let L = this.moves.length;
this.moves.forEach(move => {
// Strategy working also for multi-moves:
if (!Array.isArray(move)) move = [move];
- move.forEach(m => {
+ move.forEach((m,idx) => {
m.notation = this.vr.getNotation(m);
this.vr.play(m);
+ if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
+ m.notation += "+";
});
});
if (firstMoveColor == "b") {
end: { x: -1, y: -1 },
fen: game.fenStart
});
+ L++;
}
this.positionCursorTo(this.moves.length - 1);
this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ const score = this.vr.getCurrentScore();
+ if (["1-0","0-1"].includes(score))
+ this.moves[L - 1].notation += "#";
+ else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+ this.moves[L - 1].notation += "+";
},
positionCursorTo: function(index) {
this.cursor = index;
if (this.game.mode == "analyze") {
this.$emit(
"fenchange",
- this.lastMove ? this.lastMove.fen : this.game.fenStart
+ !!this.lastMove ? this.lastMove.fen : this.game.fenStart
);
}
},
// "light": if gotoMove() or gotoEnd()
play: function(move, received, light, noemit) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
if (!!noemit) {
if (this.inPlay) {
// Received moves in observed games can arrive too fast:
}
const navigate = !move;
const playSubmove = (smove) => {
- if (!navigate) smove.notation = this.vr.getNotation(smove);
+ smove.notation = this.vr.getNotation(smove);
this.vr.play(smove);
- if (!navigate) {
- if (!this.inMultimove) {
- if (this.cursor < this.moves.length - 1)
- this.moves = this.moves.slice(0, this.cursor + 1);
- this.moves.push(smove);
- this.inMultimove = true; //potentially
- this.cursor++;
- } else {
- // Already in the middle of a multi-move
- const L = this.moves.length;
- if (!Array.isArray(this.moves[L-1]))
- this.$set(this.moves, L-1, [this.moves[L-1], smove]);
- else
- this.$set(this.moves, L-1, this.moves.concat([smove]));
- }
+ this.lastMove = smove;
+ if (!this.inMultimove) {
+ if (this.cursor < this.moves.length - 1)
+ this.moves = this.moves.slice(0, this.cursor + 1);
+ this.moves.push(smove);
+ this.inMultimove = true; //potentially
+ this.cursor++;
+ } else {
+ // Already in the middle of a multi-move
+ const L = this.moves.length;
+ if (!Array.isArray(this.moves[L-1]))
+ this.$set(this.moves, L-1, [this.moves[L-1], smove]);
+ else
+ this.$set(this.moves, L-1, this.moves.concat([smove]));
}
};
const playMove = () => {
- const animate = V.ShowMoves == "all" && (received || navigate);
+ const animate = (V.ShowMoves == "all" && !!received);
if (!Array.isArray(move)) move = [move];
let moveIdx = 0;
let self = this;
}
})();
};
+ const computeScore = () => {
+ const score = this.vr.getCurrentScore();
+ if (!navigate) {
+ if (["1-0","0-1"].includes(score))
+ this.lastMove.notation += "#";
+ else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+ this.lastMove.notation += "+";
+ }
+ if (score != "*" && this.game.mode == "analyze") {
+ const message = getScoreMessage(score);
+ // Just show score on screen (allow undo)
+ this.showEndgameMsg(score + " . " + this.st.tr[message]);
+ }
+ return score;
+ };
const afterMove = (smove, initurn) => {
if (this.vr.turn != initurn) {
// Turn has changed: move is complete
smove.fen = this.vr.getFen();
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
- this.lastMove = smove;
this.emitFenIfAnalyze();
this.inMultimove = false;
- 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)
+ this.score = computeScore();
+ if (this.game.mode != "analyze") {
+ if (!noemit) {
// Post-processing (e.g. computer play).
+ const L = this.moves.length;
// NOTE: always emit the score, even in unfinished,
// to tell Game::processMove() that it's not a received move.
- this.$emit("newmove", this.moves[L-1], { score: score });
- else {
+ this.$emit("newmove", this.moves[L-1], { score: this.score });
+ } else {
this.inPlay = false;
if (this.stackToPlay.length > 0)
// Move(s) arrived in-between
// The move to navigate to is necessarily full:
if (this.cursor == this.moves.length - 1) return; //no more moves
move = this.moves[this.cursor + 1];
- if (light) {
- // Just play the move, nothing else:
- if (!Array.isArray(move)) move = [move];
- for (let i=0; i < move.length; i++) this.vr.play(move[i]);
- }
- else {
- playMove();
+ // Just play the move:
+ if (!Array.isArray(move)) move = [move];
+ for (let i=0; i < move.length; i++) this.vr.play(move[i]);
+ if (!light) {
+ this.lastMove = move[move.length-1];
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.score = computeScore();
this.emitFenIfAnalyze();
}
this.cursor++;
},
// "light": if gotoMove() or gotoBegin()
undo: function(move, light) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
if (this.inMultimove) {
this.cancelCurrentMultimove();
this.incheck = this.vr.getCheckSquares(this.vr.turn);
}
},
gotoMove: function(index) {
+ if (this.$refs["board"].choices.length > 0) return;
if (this.inMultimove) this.cancelCurrentMultimove();
if (index == this.cursor) return;
if (index < this.cursor) {
this.emitFenIfAnalyze();
},
gotoBegin: function() {
+ if (this.$refs["board"].choices.length > 0) return;
if (this.inMultimove) this.cancelCurrentMultimove();
const minCursor =
this.moves.length > 0 && this.moves[0].notation == "..."
this.emitFenIfAnalyze();
},
gotoEnd: function() {
+ if (this.$refs["board"].choices.length > 0) return;
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
this.emitFenIfAnalyze();
},
flip: function() {
+ if (this.$refs["board"].choices.length > 0) return;
this.orientation = V.GetOppCol(this.orientation);
}
}