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1 | <template lang="pug"> |
2 | .row | |
3 | .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 | |
4 | input#modalEog.modal(type="checkbox") | |
5 | div(role="dialog" aria-labelledby="eogMessage") | |
6 | .card.smallpad.small-modal.text-center | |
7 | label.modal-close(for="modalEog") | |
8 | h3#eogMessage.section {{ endgameMessage }} | |
9 | Chat(v-if="showChat" :opponents="opponents" :people="people") | |
10 | Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor" | |
11 | :orientation="orientation" @play-move="play") | |
12 | .button-group | |
13 | button(@click="() => play()") Play | |
14 | button(@click="() => undo()") Undo | |
15 | button(@click="flip") Flip | |
16 | button(@click="gotoBegin") GotoBegin | |
17 | button(@click="gotoEnd") GotoEnd | |
18 | .button-group(v-if="mode=='human'") | |
19 | button(@click="offerDraw") Draw | |
20 | button(@click="abortGame") Abort | |
21 | button(@click="resign") Resign | |
22 | div(v-if="mode=='human' && subMode=='corr'") | |
23 | textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg") | |
24 | div(v-show="cursor>=0") {{ moves[cursor].message }} | |
25 | .section-content(v-if="showFen && !!vr" id="fen-div") | |
26 | p#fenString.text-center {{ vr.getFen() }} | |
27 | #pgnDiv.section-content | |
28 | a#download(href="#") | |
29 | .button-group | |
30 | button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }} | |
31 | button Import game | |
32 | MoveList(v-if="showMoves" | |
33 | :moves="moves" :cursor="cursor" @goto-move="gotoMove") | |
34 | </template> | |
35 | ||
36 | <script> | |
37 | // Game logic on a variant page: 3 modes, analyze, computer or human | |
38 | // TODO: envoyer juste "light move", sans FEN ni notation ...etc | |
39 | // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ? | |
40 | // onClick :: ask full game to remote player, and register as an observer in game | |
41 | // (use gameId to communicate) | |
42 | // on landing on game :: if gameId not found locally, check remotely | |
43 | // ==> il manque un param dans game : "remoteId" | |
44 | // TODO: import store, st | |
45 | import Board from "@/components/Board.vue"; | |
46 | import Chat from "@/components/Chat.vue"; | |
47 | import MoveList from "@/components/MoveList.vue"; | |
48 | export default { | |
49 | name: 'my-game', | |
50 | // gameId: to find the game in storage (assumption: it exists) | |
51 | // fen: to start from a FEN without identifiers (analyze mode) | |
52 | // subMode: "auto" (game comp vs comp) or "corr" (correspondance game), | |
53 | // or "examine" (after human game: TODO) | |
54 | // gameRef in URL hash (listen for changes) | |
55 | props: ["fen","mode","subMode"], | |
56 | data: function() { | |
57 | return { | |
58 | gameRef: "", | |
59 | // Web worker to play computer moves without freezing interface: | |
60 | compWorker: new Worker('/javascripts/playCompMove.js'), | |
61 | timeStart: undefined, //time when computer starts thinking | |
62 | vr: null, //VariantRules object, describing the game state + rules | |
63 | endgameMessage: "", | |
64 | orientation: "w", | |
65 | lockCompThink: false, //to avoid some ghost moves | |
66 | myname: user.name, //may be anonymous (thus no name) | |
67 | opponents: {}, //filled later (potentially 2 or 3 opponents) | |
68 | drawOfferSent: false, //did I just ask for draw? | |
69 | people: {}, //observers | |
70 | score: "*", //'*' means 'unfinished' | |
71 | // userColor: given by gameId, or fen in problems mode (if no game Id)... | |
72 | mycolor: "w", | |
73 | fenStart: "", | |
74 | moves: [], //TODO: initialize if gameId is defined... | |
75 | cursor: -1, //index of the move just played | |
76 | lastMove: null, | |
77 | }; | |
78 | }, | |
79 | // watch: { | |
80 | // fen: function() { | |
81 | // // (Security) No effect if a computer move is in progress: | |
82 | // if (this.mode == "computer" && this.lockCompThink) | |
83 | // return this.$emit("computer-think"); | |
84 | // this.newGameFromFen(); | |
85 | // }, | |
86 | //// // TODO: $route: ... | |
87 | //// gameRef: function() { | |
88 | //// this.loadGame(); | |
89 | //// }, | |
90 | // }, | |
91 | // computed: { | |
92 | // showChat: function() { | |
93 | // return this.mode=='human' && this.score != '*'; | |
94 | // }, | |
95 | // showMoves: function() { | |
96 | // return true; | |
97 | // //return window.innerWidth >= 768; | |
98 | // }, | |
99 | // showFen: function() { | |
100 | // return variant.name != "Dark" || this.score != "*"; | |
101 | // }, | |
102 | // }, | |
103 | // // Modal end of game, and then sub-components | |
104 | // created: function() { | |
105 | // if (!!this.gameRef) | |
106 | // this.loadGame(); | |
107 | // else if (!!this.fen) | |
108 | // { | |
109 | // this.vr = new V(this.fen); | |
110 | // this.fenStart = this.fen; | |
111 | // } | |
112 | // // TODO: if I'm one of the players in game, then: | |
113 | // // Send ping to server (answer pong if opponent is connected) | |
114 | // if (true && !!this.conn && !!this.gameRef) | |
115 | // { | |
116 | // this.conn.onopen = () => { | |
117 | // this.conn.send(JSON.stringify({ | |
118 | // code:"ping",oppid:this.oppid,gameId:this.gameRef.id})); | |
119 | // }; | |
120 | // } | |
121 | // // TODO: also handle "draw accepted" (use opponents array?) | |
122 | // // --> must give this info also when sending lastState... | |
123 | // // and, if all players agree then OK draw (end game ...etc) | |
124 | // const socketMessageListener = msg => { | |
125 | // const data = JSON.parse(msg.data); | |
126 | // let L = undefined; | |
127 | // switch (data.code) | |
128 | // { | |
129 | // case "newmove": //..he played! | |
130 | // this.play(data.move, variant.name!="Dark" ? "animate" : null); | |
131 | // break; | |
132 | // case "pong": //received if we sent a ping (game still alive on our side) | |
133 | // if (this.gameRef.id != data.gameId) | |
134 | // break; //games IDs don't match: definitely over... | |
135 | // this.oppConnected = true; | |
136 | // // Send our "last state" informations to opponent(s) | |
137 | // L = this.vr.moves.length; | |
138 | // Object.keys(this.opponents).forEach(oid => { | |
139 | // this.conn.send(JSON.stringify({ | |
140 | // code: "lastate", | |
141 | // oppid: oid, | |
142 | // gameId: this.gameRef.id, | |
143 | // lastMove: (L>0?this.vr.moves[L-1]:undefined), | |
144 | // movesCount: L, | |
145 | // })); | |
146 | // }); | |
147 | // break; | |
148 | // // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one) | |
149 | // case "lastate": //got opponent infos about last move | |
150 | // L = this.vr.moves.length; | |
151 | // if (this.gameRef.id != data.gameId) | |
152 | // break; //games IDs don't match: nothing we can do... | |
153 | // // OK, opponent still in game (which might be over) | |
154 | // if (this.score != "*") | |
155 | // { | |
156 | // // We finished the game (any result possible) | |
157 | // this.conn.send(JSON.stringify({ | |
158 | // code: "lastate", | |
159 | // oppid: data.oppid, | |
160 | // gameId: this.gameRef.id, | |
161 | // score: this.score, | |
162 | // })); | |
163 | // } | |
164 | // else if (!!data.score) //opponent finished the game | |
165 | // this.endGame(data.score); | |
166 | // else if (data.movesCount < L) | |
167 | // { | |
168 | // // We must tell last move to opponent | |
169 | // this.conn.send(JSON.stringify({ | |
170 | // code: "lastate", | |
171 | // oppid: this.opponent.id, | |
172 | // gameId: this.gameRef.id, | |
173 | // lastMove: this.vr.moves[L-1], | |
174 | // movesCount: L, | |
175 | // })); | |
176 | // } | |
177 | // else if (data.movesCount > L) //just got last move from him | |
178 | // this.play(data.lastMove, "animate"); | |
179 | // break; | |
180 | // case "resign": //..you won! | |
181 | // this.endGame(this.mycolor=="w"?"1-0":"0-1"); | |
182 | // break; | |
183 | // // TODO: also use (dis)connect info to count online players? | |
184 | // case "connect": | |
185 | // case "disconnect": | |
186 | // if (this.mode=="human") | |
187 | // { | |
188 | // const online = (data.code == "connect"); | |
189 | // // If this is an opponent ? | |
190 | // if (!!this.opponents[data.id]) | |
191 | // this.opponents[data.id].online = online; | |
192 | // else | |
193 | // { | |
194 | // // Or an observer ? | |
195 | // if (!online) | |
196 | // delete this.people[data.id]; | |
197 | // else | |
198 | // this.people[data.id] = data.name; | |
199 | // } | |
200 | // } | |
201 | // break; | |
202 | // } | |
203 | // }; | |
204 | // const socketCloseListener = () => { | |
205 | // this.conn.addEventListener('message', socketMessageListener); | |
206 | // this.conn.addEventListener('close', socketCloseListener); | |
207 | // }; | |
208 | // if (!!this.conn) | |
209 | // { | |
210 | // this.conn.onmessage = socketMessageListener; | |
211 | // this.conn.onclose = socketCloseListener; | |
212 | // } | |
213 | // // Computer moves web worker logic: (TODO: also for observers in HH games ?) | |
214 | // this.compWorker.postMessage(["scripts",variant.name]); | |
215 | // this.compWorker.onmessage = e => { | |
216 | // this.lockCompThink = true; //to avoid some ghost moves | |
217 | // let compMove = e.data; | |
218 | // if (!Array.isArray(compMove)) | |
219 | // compMove = [compMove]; //to deal with MarseilleRules | |
220 | // // Small delay for the bot to appear "more human" | |
221 | // const delay = Math.max(500-(Date.now()-this.timeStart), 0); | |
222 | // setTimeout(() => { | |
223 | // const animate = variant.name != "Dark"; | |
224 | // this.play(compMove[0], animate); | |
225 | // if (compMove.length == 2) | |
226 | // setTimeout( () => { this.play(compMove[1], animate); }, 750); | |
227 | // else //250 == length of animation (TODO: should be a constant somewhere) | |
228 | // setTimeout( () => this.lockCompThink = false, 250); | |
229 | // }, delay); | |
230 | // } | |
231 | // }, | |
232 | // // dans variant.js (plutôt room.js) conn gère aussi les challenges | |
233 | // // et les chats dans chat.js. Puis en webRTC, repenser tout ça. | |
234 | // methods: { | |
235 | // offerDraw: function() { | |
236 | // if (!confirm("Offer draw?")) | |
237 | // return; | |
238 | // // Stay in "draw offer sent" state until next move is played | |
239 | // this.drawOfferSent = true; | |
240 | // if (this.subMode == "corr") | |
241 | // { | |
242 | // // TODO: set drawOffer on in game (how ?) | |
243 | // } | |
244 | // else //live game | |
245 | // { | |
246 | // this.opponents.forEach(o => { | |
247 | // if (!!o.online) | |
248 | // { | |
249 | // try { | |
250 | // this.conn.send(JSON.stringify({code: "draw", oppid: o.id})); | |
251 | // } catch (INVALID_STATE_ERR) { | |
252 | // return; | |
253 | // } | |
254 | // } | |
255 | // }); | |
256 | // } | |
257 | // }, | |
258 | // // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) | |
259 | // receiveDrawOffer: function() { | |
260 | // //if (...) | |
261 | // // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers" | |
262 | // // if accept: send message "draw" | |
263 | // }, | |
264 | // abortGame: function() { | |
265 | // if (!confirm("Abort the game?")) | |
266 | // return; | |
267 | // //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, | |
268 | // //send message: "gameOver" avec score "?" | |
269 | // }, | |
270 | // resign: function(e) { | |
271 | // if (!confirm("Resign the game?")) | |
272 | // return; | |
273 | // if (this.mode == "human" && this.oppConnected(this.oppid)) | |
274 | // { | |
275 | // try { | |
276 | // this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); | |
277 | // } catch (INVALID_STATE_ERR) { | |
278 | // return; | |
279 | // } | |
280 | // } | |
281 | // this.endGame(this.mycolor=="w"?"0-1":"1-0"); | |
282 | // }, | |
283 | // translate: translate, | |
284 | // newGameFromFen: function() { | |
285 | // this.vr = new V(this.fen); | |
286 | // this.moves = []; | |
287 | // this.cursor = -1; | |
288 | // this.fenStart = this.fen; | |
289 | // this.score = "*"; | |
290 | // if (this.mode == "analyze") | |
291 | // { | |
292 | // this.mycolor = V.ParseFen(this.fen).turn; | |
293 | // this.orientation = this.mycolor; | |
294 | // } | |
295 | // else if (this.mode == "computer") //only other alternative (HH with gameId) | |
296 | // { | |
297 | // this.mycolor = (Math.random() < 0.5 ? "w" : "b"); | |
298 | // this.orientation = this.mycolor; | |
299 | // this.compWorker.postMessage(["init",this.fen]); | |
300 | // if (this.mycolor != "w" || this.subMode == "auto") | |
301 | // this.playComputerMove(); | |
302 | // } | |
303 | // }, | |
304 | // loadGame: function() { | |
305 | // // TODO: ask game to remote peer if this.remoteId is set | |
306 | // // (or just if game not found locally) | |
307 | // // NOTE: if it's a corr game, ask it from server | |
308 | // const game = getGameFromStorage(this.gameRef.id, this.gameRef.uid); //uid may be blank | |
309 | // this.opponent.id = game.oppid; //opponent ID in case of running HH game | |
310 | // this.opponent.name = game.oppname; //maye be blank (if anonymous) | |
311 | // this.score = game.score; | |
312 | // this.mycolor = game.mycolor; | |
313 | // this.fenStart = game.fenStart; | |
314 | // this.moves = game.moves; | |
315 | // this.cursor = game.moves.length-1; | |
316 | // this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null); | |
317 | // }, | |
318 | // setEndgameMessage: function(score) { | |
319 | // let eogMessage = "Undefined"; | |
320 | // switch (score) | |
321 | // { | |
322 | // case "1-0": | |
323 | // eogMessage = translations["White win"]; | |
324 | // break; | |
325 | // case "0-1": | |
326 | // eogMessage = translations["Black win"]; | |
327 | // break; | |
328 | // case "1/2": | |
329 | // eogMessage = translations["Draw"]; | |
330 | // break; | |
331 | // case "?": | |
332 | // eogMessage = "Unfinished"; | |
333 | // break; | |
334 | // } | |
335 | // this.endgameMessage = eogMessage; | |
336 | // }, | |
337 | // download: function() { | |
338 | // const content = this.getPgn(); | |
339 | // // Prepare and trigger download link | |
340 | // let downloadAnchor = document.getElementById("download"); | |
341 | // downloadAnchor.setAttribute("download", "game.pgn"); | |
342 | // downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content); | |
343 | // downloadAnchor.click(); | |
344 | // }, | |
345 | // getPgn: function() { | |
346 | // let pgn = ""; | |
347 | // pgn += '[Site "vchess.club"]\n'; | |
348 | // const opponent = (this.mode=="human" ? "Anonymous" : "Computer"); | |
349 | // pgn += '[Variant "' + variant.name + '"]\n'; | |
350 | // pgn += '[Date "' + getDate(new Date()) + '"]\n'; | |
351 | // const whiteName = ["human","computer"].includes(this.mode) | |
352 | // ? (this.mycolor=='w'?'Myself':opponent) | |
353 | // : "analyze"; | |
354 | // const blackName = ["human","computer"].includes(this.mode) | |
355 | // ? (this.mycolor=='b'?'Myself':opponent) | |
356 | // : "analyze"; | |
357 | // pgn += '[White "' + whiteName + '"]\n'; | |
358 | // pgn += '[Black "' + blackName + '"]\n'; | |
359 | // pgn += '[Fen "' + this.fenStart + '"]\n'; | |
360 | // pgn += '[Result "' + this.score + '"]\n\n'; | |
361 | // let counter = 1; | |
362 | // let i = 0; | |
363 | // while (i < this.moves.length) | |
364 | // { | |
365 | // pgn += (counter++) + "."; | |
366 | // for (let color of ["w","b"]) | |
367 | // { | |
368 | // let move = ""; | |
369 | // while (i < this.moves.length && this.moves[i].color == color) | |
370 | // move += this.moves[i++].notation[0] + ","; | |
371 | // move = move.slice(0,-1); //remove last comma | |
372 | // pgn += move + (i < this.moves.length-1 ? " " : ""); | |
373 | // } | |
374 | // } | |
375 | // return pgn + "\n"; | |
376 | // }, | |
377 | // showScoreMsg: function(score) { | |
378 | // this.setEndgameMessage(score); | |
379 | // let modalBox = document.getElementById("modal-eog"); | |
380 | // modalBox.checked = true; | |
381 | // setTimeout(() => { modalBox.checked = false; }, 2000); | |
382 | // }, | |
383 | // endGame: function(score) { | |
384 | // this.score = score; | |
385 | // this.showScoreMsg(score); | |
386 | // if (this.mode == "human") | |
387 | // localStorage["score"] = score; | |
388 | // this.$emit("game-over"); | |
389 | // }, | |
390 | // oppConnected: function(uid) { | |
391 | // return this.opponents.any(o => o.id == uidi && o.online); | |
392 | // }, | |
393 | // playComputerMove: function() { | |
394 | // this.timeStart = Date.now(); | |
395 | // this.compWorker.postMessage(["askmove"]); | |
396 | // }, | |
397 | // animateMove: function(move) { | |
398 | // let startSquare = document.getElementById(getSquareId(move.start)); | |
399 | // let endSquare = document.getElementById(getSquareId(move.end)); | |
400 | // let rectStart = startSquare.getBoundingClientRect(); | |
401 | // let rectEnd = endSquare.getBoundingClientRect(); | |
402 | // let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y}; | |
403 | // let movingPiece = | |
404 | // document.querySelector("#" + getSquareId(move.start) + " > img.piece"); | |
405 | // // HACK for animation (with positive translate, image slides "under background") | |
406 | // // Possible improvement: just alter squares on the piece's way... | |
407 | // squares = document.getElementsByClassName("board"); | |
408 | // for (let i=0; i<squares.length; i++) | |
409 | // { | |
410 | // let square = squares.item(i); | |
411 | // if (square.id != getSquareId(move.start)) | |
412 | // square.style.zIndex = "-1"; | |
413 | // } | |
414 | // movingPiece.style.transform = "translate(" + translation.x + "px," + | |
415 | // translation.y + "px)"; | |
416 | // movingPiece.style.transitionDuration = "0.2s"; | |
417 | // movingPiece.style.zIndex = "3000"; | |
418 | // setTimeout( () => { | |
419 | // for (let i=0; i<squares.length; i++) | |
420 | // squares.item(i).style.zIndex = "auto"; | |
421 | // movingPiece.style = {}; //required e.g. for 0-0 with KR swap | |
422 | // this.play(move); | |
423 | // }, 250); | |
424 | // }, | |
425 | // play: function(move, programmatic) { | |
426 | // let navigate = !move; | |
427 | // // Forbid playing outside analyze mode when cursor isn't at moves.length-1 | |
428 | // // (except if we receive opponent's move, human or computer) | |
429 | // if (!navigate && this.mode != "analyze" && !programmatic | |
430 | // && this.cursor < this.moves.length-1) | |
431 | // { | |
432 | // return; | |
433 | // } | |
434 | // if (navigate) | |
435 | // { | |
436 | // if (this.cursor == this.moves.length-1) | |
437 | // return; //no more moves | |
438 | // move = this.moves[this.cursor+1]; | |
439 | // } | |
440 | // if (!!programmatic) //computer or (remote) human opponent | |
441 | // { | |
442 | // if (this.cursor < this.moves.length-1) | |
443 | // this.gotoEnd(); //required to play the move | |
444 | // return this.animateMove(move); | |
445 | // } | |
446 | // // Not programmatic, or animation is over | |
447 | // if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn) | |
448 | // { | |
449 | // // TODO: show confirm box "validate move ?" | |
450 | // } | |
451 | // if (!move.notation) | |
452 | // move.notation = this.vr.getNotation(move); | |
453 | // if (!move.color) | |
454 | // move.color = this.vr.turn; | |
455 | // this.vr.play(move); | |
456 | // this.cursor++; | |
457 | // this.lastMove = move; | |
458 | // if (!move.fen) | |
459 | // move.fen = this.vr.getFen(); | |
460 | // if (this.settings.sound == 2) | |
461 | // new Audio("/sounds/move.mp3").play().catch(err => {}); | |
462 | // if (this.mode == "human") | |
463 | // { | |
464 | // updateStorage(move); //after our moves and opponent moves | |
465 | // if (this.vr.turn == this.mycolor) | |
466 | // this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid})); | |
467 | // } | |
468 | // else if (this.mode == "computer") | |
469 | // { | |
470 | // // Send the move to web worker (including his own moves) | |
471 | // this.compWorker.postMessage(["newmove",move]); | |
472 | // } | |
473 | // if (!navigate && (this.score == "*" || this.mode == "analyze")) | |
474 | // { | |
475 | // // Stack move on movesList at current cursor | |
476 | // if (this.cursor == this.moves.length) | |
477 | // this.moves.push(move); | |
478 | // else | |
479 | // this.moves = this.moves.slice(0,this.cursor).concat([move]); | |
480 | // } | |
481 | // // Is opponent in check? | |
482 | // this.incheck = this.vr.getCheckSquares(this.vr.turn); | |
483 | // const score = this.vr.getCurrentScore(); | |
484 | // if (score != "*") | |
485 | // { | |
486 | // if (["human","computer"].includes(this.mode)) | |
487 | // this.endGame(score); | |
488 | // else //just show score on screen (allow undo) | |
489 | // this.showScoreMsg(score); | |
490 | // } | |
491 | // // subTurn condition for Marseille (and Avalanche) rules | |
492 | // else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1)) | |
493 | // && (this.subMode == "auto" || this.vr.turn != this.mycolor)) | |
494 | // { | |
495 | // this.playComputerMove(); | |
496 | // } | |
497 | // // https://vuejs.org/v2/guide/list.html#Caveats (also for undo) | |
498 | // if (navigate) | |
499 | // this.$children[0].$forceUpdate(); //TODO!? | |
500 | // }, | |
501 | // undo: function(move) { | |
502 | // let navigate = !move; | |
503 | // if (navigate) | |
504 | // { | |
505 | // if (this.cursor < 0) | |
506 | // return; //no more moves | |
507 | // move = this.moves[this.cursor]; | |
508 | // } | |
509 | // this.vr.undo(move); | |
510 | // this.cursor--; | |
511 | // this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined); | |
512 | // if (this.settings.sound == 2) | |
513 | // new Audio("/sounds/undo.mp3").play().catch(err => {}); | |
514 | // this.incheck = this.vr.getCheckSquares(this.vr.turn); | |
515 | // if (navigate) | |
516 | // this.$children[0].$forceUpdate(); //TODO!? | |
517 | // else if (this.mode == "analyze") //TODO: can this happen? | |
518 | // this.moves.pop(); | |
519 | // }, | |
520 | // gotoMove: function(index) { | |
521 | // this.vr = new V(this.moves[index].fen); | |
522 | // this.cursor = index; | |
523 | // this.lastMove = this.moves[index]; | |
524 | // }, | |
525 | // gotoBegin: function() { | |
526 | // this.vr = new V(this.fenStart); | |
527 | // this.cursor = -1; | |
528 | // this.lastMove = null; | |
529 | // }, | |
530 | // gotoEnd: function() { | |
531 | // this.gotoMove(this.moves.length-1); | |
532 | // }, | |
533 | // flip: function() { | |
534 | // this.orientation = V.GetNextCol(this.orientation); | |
535 | // }, | |
536 | // }, | |
537 | }; | |
538 | </script> |