#gameContainer
#boardContainer
Board(
+ ref="board"
:vr="vr"
:last-move="lastMove"
:analyze="game.mode=='analyze'"
const parsedFen = V.ParseFen(game.fenStart);
const firstMoveColor = parsedFen.turn;
this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
+ let L = this.moves.length;
this.moves.forEach(move => {
// Strategy working also for multi-moves:
if (!Array.isArray(move)) move = [move];
- move.forEach(m => {
+ move.forEach((m,idx) => {
m.notation = this.vr.getNotation(m);
this.vr.play(m);
+ if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
+ m.notation += "+";
});
});
if (firstMoveColor == "b") {
end: { x: -1, y: -1 },
fen: game.fenStart
});
+ L++;
}
this.positionCursorTo(this.moves.length - 1);
this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ const score = this.vr.getCurrentScore();
+ if (L > 0 && this.moves[L - 1].notation != "...") {
+ if (["1-0","0-1"].includes(score))
+ this.moves[L - 1].notation += "#";
+ else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+ this.moves[L - 1].notation += "+";
+ }
},
positionCursorTo: function(index) {
this.cursor = index;
},
// "light": if gotoMove() or gotoEnd()
play: function(move, received, light, noemit) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
if (!!noemit) {
if (this.inPlay) {
// Received moves in observed games can arrive too fast:
};
const computeScore = () => {
const score = this.vr.getCurrentScore();
+ if (!navigate) {
+ if (["1-0","0-1"].includes(score))
+ this.lastMove.notation += "#";
+ else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+ this.lastMove.notation += "+";
+ }
if (score != "*" && this.game.mode == "analyze") {
const message = getScoreMessage(score);
// Just show score on screen (allow undo)
this.incheck = this.vr.getCheckSquares(this.vr.turn);
this.emitFenIfAnalyze();
this.inMultimove = false;
- if (!noemit) var score = computeScore();
+ this.score = computeScore();
if (this.game.mode != "analyze") {
- const L = this.moves.length;
- if (!noemit)
+ if (!noemit) {
// Post-processing (e.g. computer play).
+ const L = this.moves.length;
// NOTE: always emit the score, even in unfinished,
// to tell Game::processMove() that it's not a received move.
- this.$emit("newmove", this.moves[L-1], { score: score });
- else {
+ this.$emit("newmove", this.moves[L-1], { score: this.score });
+ } else {
this.inPlay = false;
if (this.stackToPlay.length > 0)
// Move(s) arrived in-between
if (!light) {
this.lastMove = move[move.length-1];
this.incheck = this.vr.getCheckSquares(this.vr.turn);
- computeScore();
+ this.score = computeScore();
this.emitFenIfAnalyze();
}
this.cursor++;
},
// "light": if gotoMove() or gotoBegin()
undo: function(move, light) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
if (this.inMultimove) {
this.cancelCurrentMultimove();
this.incheck = this.vr.getCheckSquares(this.vr.turn);
}
},
gotoMove: function(index) {
+ if (this.$refs["board"].choices.length > 0) return;
if (this.inMultimove) this.cancelCurrentMultimove();
if (index == this.cursor) return;
if (index < this.cursor) {
this.emitFenIfAnalyze();
},
gotoBegin: function() {
+ if (this.$refs["board"].choices.length > 0) return;
if (this.inMultimove) this.cancelCurrentMultimove();
const minCursor =
this.moves.length > 0 && this.moves[0].notation == "..."
this.emitFenIfAnalyze();
},
gotoEnd: function() {
+ if (this.$refs["board"].choices.length > 0) return;
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
this.emitFenIfAnalyze();
},
flip: function() {
+ if (this.$refs["board"].choices.length > 0) return;
this.orientation = V.GetOppCol(this.orientation);
}
}