}
this.inMultimove = true; //potentially
this.cursor++;
- } else if (!navigate) {
+ }
+ else if (!navigate) {
// Already in the middle of a multi-move
const L = this.moves.length;
if (!Array.isArray(this.moves[L-1]))
if (moveIdx < move.length) setTimeout(executeMove, 500);
else afterMove(smove, initurn);
});
- } else {
+ }
+ else {
playSubmove(smove);
if (moveIdx < move.length) executeMove();
else afterMove(smove, initurn);
const L = this.moves.length;
// NOTE: always emit the score, even in unfinished
this.$emit("newmove", this.moves[L-1], { score: this.score });
- } else {
+ }
+ else {
this.inPlay = false;
if (this.stackToPlay.length > 0)
// Move(s) arrived in-between
this.incheck = this.vr.getCheckSquares();
if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
else this.lastMove = null;
- } else {
+ }
+ else {
if (!move) {
const minCursor =
this.moves.length > 0 && this.moves[0].notation == "..."