From: Benjamin Auder Date: Tue, 17 Mar 2020 15:05:50 +0000 (+0100) Subject: Fix fast navigation in multi-moves variants X-Git-Url: https://git.auder.net/game/current/app_dev.php/rpsls.js?a=commitdiff_plain;h=fbd68f7524e24a45fd28e7b0c013a587fcfacd13;p=vchess.git Fix fast navigation in multi-moves variants --- diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index 4162dfca..03723219 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -307,28 +307,26 @@ export default { } const navigate = !move; const playSubmove = (smove) => { - if (!navigate) smove.notation = this.vr.getNotation(smove); + smove.notation = this.vr.getNotation(smove); this.vr.play(smove); this.lastMove = 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])); - } + 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; @@ -349,6 +347,15 @@ export default { } })(); }; + const computeScore = () => { + const 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]); + } + return score; + }; const afterMove = (smove, initurn) => { if (this.vr.turn != initurn) { // Turn has changed: move is complete @@ -359,15 +366,8 @@ export default { this.incheck = this.vr.getCheckSquares(this.vr.turn); 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") { + if (!noemit) var score = computeScore(); + if (this.game.mode != "analyze") { const L = this.moves.length; if (!noemit) // Post-processing (e.g. computer play). @@ -388,13 +388,12 @@ export default { // 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]; + computeScore(); this.emitFenIfAnalyze(); } this.cursor++;