.card.smallpad.small-modal.text-center
label.modal-close(for="modalEog")
h3#eogMessage.section {{ endgameMessage }}
- Board(:vr="vr" :last-move="lastMove" :analyze="analyze" :user-color="mycolor"
- :orientation="orientation" :vname="variant.name" @play-move="play")
+ // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
+ Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
+ :user-color="game.mycolor" :orientation="orientation"
+ :vname="game.vname" @play-move="play")
.button-group
- button(@click="play") Play
- button(@click="undo") Undo
+ button(@click="() => play()") Play
+ button(@click="() => undo()") Undo
button(@click="flip") Flip
button(@click="gotoBegin") GotoBegin
button(@click="gotoEnd") GotoEnd
Board,
//MoveList,
},
- props: ["variant","analyze","players"],
+ // "vr": VariantRules object, describing the game state + rules
+ props: ["vr","game"],
data: function() {
return {
st: store.state,
- vr: null, //VariantRules object, describing the game state + rules
+ // NOTE: all following variables must be reset at the beginning of a game
endgameMessage: "",
orientation: "w",
score: "*", //'*' means 'unfinished'
- // userColor: given by gameId, or fen in problems mode (if no game Id)...
- mycolor: "w",
- fenStart: "",
- moves: [], //all moves played in current game
+ moves: [],
cursor: -1, //index of the move just played
lastMove: null,
};
},
+ watch: {
+ // game initial FEN changes when a new game starts
+ "game.fenStart": function() {
+ this.re_setVariables();
+ },
+ },
computed: {
showMoves: function() {
return true;
//return window.innerWidth >= 768;
},
showFen: function() {
- return this.variant.name != "Dark" || this.score != "*";
+ return this.game.vname != "Dark" || this.score != "*";
+ },
+ analyze: function() {
+ return this.game.mode == "analyze";
},
},
+ created: function() {
+ if (!!this.game.fenStart)
+ this.re_setVariables();
+ },
methods: {
+ re_setVariables: function() {
+ this.endgameMessage = "";
+ this.orientation = this.game.mycolor || "w"; //default orientation for observed games
+ this.score = this.game.score || "*"; //mutable (if initially "*")
+ this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
+ const L = this.moves.length;
+ this.cursor = L-1;
+ this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ },
setEndgameMessage: function(score) {
let eogMessage = "Undefined";
switch (score)
getPgn: function() {
let pgn = "";
pgn += '[Site "vchess.club"]\n';
- pgn += '[Variant "' + this.variant.name + '"]\n';
+ pgn += '[Variant "' + this.game.vname + '"]\n';
pgn += '[Date "' + getDate(new Date()) + '"]\n';
- pgn += '[White "' + this.players[0] + '"]\n';
- pgn += '[Black "' + this.players[1] + '"]\n';
- pgn += '[Fen "' + this.fenStart + '"]\n';
+ pgn += '[White "' + this.game.players[0] + '"]\n';
+ pgn += '[Black "' + this.game.players[1] + '"]\n';
+ pgn += '[Fen "' + this.game.fenStart + '"]\n';
pgn += '[Result "' + this.score + '"]\n\n';
let counter = 1;
let i = 0;
},
showScoreMsg: function(score) {
this.setEndgameMessage(score);
- let modalBox = document.getElementById("modal-eog");
+ let modalBox = document.getElementById("modalEog");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
},
+
+// TODO: second arg == message
+
endGame: function(score) {
this.score = score;
this.showScoreMsg(score);
- this.$emit("game-over");
+ this.$emit("gameover", score);
},
animateMove: function(move) {
let startSquare = document.getElementById(getSquareId(move.start));
this.play(move);
}, 250);
},
- play: function(move, programmatic) {
- let navigate = !move;
+ play: function(move, receive, noanimate) {
+ const navigate = !move;
// Forbid playing outside analyze mode when cursor isn't at moves.length-1
// (except if we receive opponent's move, human or computer)
- if (!navigate && !this.analyze && !programmatic
+ if (!navigate && !this.analyze && !receive
&& this.cursor < this.moves.length-1)
{
return;
return; //no more moves
move = this.moves[this.cursor+1];
}
- if (!!programmatic) //computer or (remote) human opponent
+ if (!!receive && !noanimate) //opponent move, variant != "Dark"
{
if (this.cursor < this.moves.length-1)
this.gotoEnd(); //required to play the move
return this.animateMove(move);
}
- // Not programmatic, or animation is over
- if (!move.notation)
- move.notation = this.vr.getNotation(move);
- if (!move.color)
+ if (!navigate)
+ {
move.color = this.vr.turn;
+ move.notation = this.vr.getNotation(move);
+ }
+ // Not programmatic, or animation is over
this.vr.play(move);
this.cursor++;
this.lastMove = move;
- if (!move.fen)
- move.fen = this.vr.getFen();
if (this.st.settings.sound == 2)
new Audio("/sounds/move.mp3").play().catch(err => {});
- // Send the move to web worker (including his own moves)
- this.compWorker.postMessage(["newmove",move]);
- if (!navigate && (this.score == "*" || this.analyze))
+ if (!navigate)
{
- // Stack move on movesList at current cursor
- if (this.cursor == this.moves.length)
- this.moves.push(move);
- else
- this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ move.fen = this.vr.getFen();
+ if (this.score == "*" || this.analyze)
+ {
+ // Stack move on movesList at current cursor
+ if (this.cursor == this.moves.length)
+ this.moves.push(move);
+ else
+ this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ }
}
- // Is opponent in check?
+ // Is opponent in check? (TODO: generalize, find all check squares)
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
- if (score != "*")
+ if (score != "*") //TODO: generalize score for 3 or 4 players
{
if (!this.analyze)
this.endGame(score);
else //just show score on screen (allow undo)
this.showScoreMsg(score);
}
- // subTurn condition for Marseille (and Avalanche) rules
- else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
- && (this.subMode == "auto" || this.vr.turn != this.mycolor))
- {
- this.playComputerMove();
- }
- // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
- //if (navigate)
- // this.$children[0].$forceUpdate(); //TODO!?
+ if (!this.analyze)
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
},
undo: function(move) {
- let navigate = !move;
+ const navigate = !move;
if (navigate)
{
if (this.cursor < 0)
if (this.st.settings.sound == 2)
new Audio("/sounds/undo.mp3").play().catch(err => {});
this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (navigate)
- this.$children[0].$forceUpdate(); //TODO!?
- else if (this.analyze) //TODO: can this happen?
+ if (!navigate)
this.moves.pop();
},
gotoMove: function(index) {
- this.vr = new V(this.moves[index].fen);
+ this.vr.re_init(this.moves[index].fen);
this.cursor = index;
this.lastMove = this.moves[index];
},
gotoBegin: function() {
- this.vr = new V(this.fenStart);
+ this.vr.re_init(this.game.fenStart);
this.cursor = -1;
this.lastMove = null;
},