}
this.vr = new V(fen);
this.incheck = this.vr.getCheckSquares();
+ if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
+ else this.lastMove = null;
document.getElementById("analyzeBtn").classList.remove("active");
}
},
return;
}
if (!!received) {
-
- if (this.mode == "analyze") { console.log("received move");
- console.log(move); }
-
if (this.mode == "analyze") this.toggleAnalyze();
if (this.cursor < this.moves.length - 1)
// To play a received move, cursor must be at the end of the game:
this.lastMove = smove;
// Condition is "!navigate" but we mean "!this.autoplay"
if (!navigate) {
- IF (this.cursor < this.moves.length - 1)
+ if (this.cursor < this.moves.length - 1)
this.moves = this.moves.slice(0, this.cursor + 1);
this.moves.push(smove);
}
let self = this;
const initurn = this.vr.turn;
(function executeMove() {
-console.log("execute move " + move.length);
const smove = move[moveIdx++];
// NOTE: condition "smove.start.x >= 0" required for Dynamo,
// because second move may be empty.
if (animate && smove.start.x >= 0) {
self.animateMove(smove, () => {
playSubmove(smove);
-
-console.log(moveIdx + " " + move.length);
-
if (moveIdx < move.length)
setTimeout(executeMove, 500);
else afterMove(smove, initurn);
};
const afterMove = (smove, initurn) => {
if (this.vr.turn != initurn) {
-
-console.log(smove);
-
// Turn has changed: move is complete
if (!smove.fen)
// NOTE: only FEN of last sub-move is required (=> setting it here)
<style lang="sass" scoped>
[type="checkbox"]#modalEog+div .card
min-height: 45px
+ max-width: 350px
#baseGame
width: 100%