moves: [],
cursor: -1, //index of the move just played
lastMove: null,
+ gameHasEnded: false, //to avoid showing end message twice
};
},
watch: {
this.play(this.game.moveToPlay, "receive", this.game.vname=="Dark");
},
"game.score": function(score) {
- if (score != "*")
- this.endGame(score, this.game.scoreMsg);
+ if (!this.gameHasEnded && score != "*")
+ {
+ // "false" says "don't bubble up": the parent already knows
+ this.endGame(score, this.game.scoreMsg, false);
+ }
},
},
computed: {
this.endgameMessage = "";
this.orientation = this.game.mycolor || "w"; //default orientation for observed games
this.score = this.game.score || "*"; //mutable (if initially "*")
+ this.gameHasEnded = (this.score != "*");
this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
// Post-processing: decorate each move with color + current FEN:
// (to be able to jump to any position quickly)
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
},
- endGame: function(score, message) {
+ endGame: function(score, message, bubbleUp) {
+ this.gameHasEnded = true;
this.score = score;
if (!message)
message = this.getScoreMessage(score);
this.showEndgameMsg(score + " . " + message);
- this.$emit("gameover", score);
+ if (bubbleUp)
+ this.$emit("gameover", score);
},
animateMove: function(move) {
let startSquare = document.getElementById(getSquareId(move.start));
if (score != "*")
{
if (!this.analyze)
- this.endGame(score);
+ this.endGame(score, undefined, true);
else
{
// Just show score on screen (allow undo)