.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")
+ Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
+ :user-color="gameInfo.mycolor" :orientation="orientation"
+ :vname="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
+ // fenStart, players, mycolor
+ props: ["vname","analyze","vr","gameInfo"],
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",
+ // TODO: score and moves could be also in gameInfo (when resuming)
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: {
+ // fenStart changes when a new game starts
+ "gameInfo.fenStart": function() {
+ // Reset all variables
+ this.endgameMessage = "";
+ this.orientation = this.gameInfo.mycolor || "w";
+ this.score = "*";
+ this.moves = [];
+ this.cursor = -1;
+ this.lastMove = null;
+ },
+ analyze: function() {
+ if (this.analyze)
+ {
+ // Switched to analyze mode: game is over
+ this.endGame("*");
+ }
+ },
+ },
computed: {
showMoves: function() {
return true;
//return window.innerWidth >= 768;
},
showFen: function() {
- return this.variant.name != "Dark" || this.score != "*";
+ return this.vname != "Dark" || this.score != "*";
},
},
methods: {
getPgn: function() {
let pgn = "";
pgn += '[Site "vchess.club"]\n';
- pgn += '[Variant "' + this.variant.name + '"]\n';
+ pgn += '[Variant "' + this.vname + '"]\n';
pgn += '[Date "' + getDate(new Date()) + '"]\n';
- pgn += '[White "' + this.players[0] + '"]\n';
- pgn += '[Black "' + this.players[1] + '"]\n';
+ pgn += '[White "' + this.game.players[0] + '"]\n';
+ pgn += '[Black "' + this.game.players[1] + '"]\n';
pgn += '[Fen "' + this.fenStart + '"]\n';
pgn += '[Result "' + this.score + '"]\n\n';
let counter = 1;
},
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);
},
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))
{
// Stack move on movesList at current cursor
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.$emit("newmove", move); //post-processing (e.g. computer play)
},
undo: function(move) {
let navigate = !move;
if (this.st.settings.sound == 2)
new Audio("/sounds/undo.mp3").play().catch(err => {});
this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (navigate)
- this.$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.fenStart);
this.cursor = -1;
this.lastMove = null;
},