incheck: [],
pgnTxt: "",
expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false,
+ gameId: "", //used to limit computer moves' time
};
},
render(h) {
);
}
elementArray.push(gameDiv);
- // if (!!vr.reserve)
- // {
- // let reserve = h('div',
- // {'class':{'game':true}}, [
- // h('div',
- // { 'class': { 'row': true }},
- // [
- // h('div',
- // {'class':{'board':true}},
- // [h('img',{'class':{"piece":true},attrs:{"src":"/images/pieces/wb.svg"}})]
- // )
- // ]
- // )
- // ],
- // );
- // elementArray.push(reserve);
- // }
+ if (!!this.vr.reserve) //TODO: table, show counts for reserve pieces
+ //<tr style="padding:0">
+ // <td style="padding:0;font-size:10px">3</td>
+ {
+ let reservePiecesArray = [];
+ for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++)
+ {
+ reservePiecesArray.push(h('img',
+ {
+ 'class': {"piece":true},
+ attrs: {
+ "src": "/images/pieces/" +
+ this.vr.getReservePpath(this.mycolor,i) + ".svg",
+ id: this.getSquareId({x:sizeX,y:i}),
+ }
+ })
+ );
+ }
+ let reserve = h('div',
+ {'class':{'game':true}}, [
+ h('div',
+ { 'class': { 'row': true }},
+ [
+ h('div',
+ {'class':{'board':true, ['board'+sizeY]:true}},
+ reservePiecesArray
+ )
+ ]
+ )
+ ],
+ );
+ elementArray.push(reserve);
+ }
const eogMessage = this.getEndgameMessage(this.score);
const modalEog = [
h('input',
this.newGame("computer");
},
newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- //const fen = "1n2T1n0/p2pO2p/1s1k1s2/8/3S2p1/2U2cO1/P3PuPP/3K1BR1 0100";
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
this.score = "*";
}
return;
}
+ // random enough (TODO: function)
+ this.gameId = (Date.now().toString(36) + Math.random().toString(36).substr(2, 7)).toUpperCase();
this.vr = new VariantRules(fen, moves || []);
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
playComputerMove: function() {
const timeStart = Date.now();
const nbMoves = this.vr.moves.length; //using played moves to know if search finished
+ const gameId = this.gameId; //to know if game was reset before timer end
setTimeout(
() => {
+ if (gameId != this.gameId)
+ return; //game stopped
const L = this.vr.moves.length;
if (nbMoves == L || !this.vr.moves[L-1].notation) //move search didn't finish
this.vr.shouldReturn = true;