button(@click="flip") Flip
button(@click="gotoBegin") GotoBegin
button(@click="gotoEnd") GotoEnd
+ #messageDiv.section-content(v-if="game.type=='corr'") {{ curMoveMessage() }}
#fenDiv.section-content(v-if="showFen && !!vr")
p#fenString.text-center {{ vr.getFen() }}
#pgnDiv.section-content
this.cursor = L-1;
this.lastMove = (L > 0 ? this.moves[L-1] : null);
},
+ // For corr games, potential message with each move sent
+ curMoveMessage: function() {
+ if (this.cursor < 0)
+ return "";
+ return this.game.moves[this.cursor].message || "";
+ },
+ setCurrentMessage: function(message) {
+ this.game.moves[this.game.moves.length-1].message = message;
+ },
download: function() {
const content = this.getPgn();
// Prepare and trigger download link
this.moves = this.moves.slice(0,this.cursor).concat([move]);
}
}
- // Is opponent in check? (TODO: generalize, find all check squares)
+ if (!this.analyze)
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
+ // Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
- if (score != "*") //TODO: generalize score for 3 or 4 players
+ if (score != "*")
{
if (!this.analyze)
this.endGame(score);
this.showEndgameMsg(score + " . " + message);
}
}
- if (!this.analyze)
- this.$emit("newmove", move); //post-processing (e.g. computer play)
},
undo: function(move) {
const navigate = !move;