watch: {
// game initial FEN changes when a new game starts
"game.fenStart": function() {
- // Reset all variables
- this.endgameMessage = "";
- this.orientation = this.game.mycolor || "w"; //default orientation for observed games
- this.score = this.game.score || "*"; //mutable (if initially "*")
- this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
- const L = this.moves.length;
- this.cursor = L-1;
- this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ this.re_setVariables();
},
},
computed: {
return this.game.mode == "analyze";
},
},
+ created: function() {
+ if (!!this.game.fenStart)
+ this.re_setVariables();
+ },
methods: {
+ re_setVariables: function() {
+ this.endgameMessage = "";
+ this.orientation = this.game.mycolor || "w"; //default orientation for observed games
+ this.score = this.game.score || "*"; //mutable (if initially "*")
+ this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
+ const L = this.moves.length;
+ this.cursor = L-1;
+ this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ },
setEndgameMessage: function(score) {
let eogMessage = "Undefined";
switch (score)
endGame: function(score) {
this.score = score;
this.showScoreMsg(score);
- this.$emit("gameover"); //score not required (TODO?)
+ this.$emit("gameover", score);
},
animateMove: function(move) {
let startSquare = document.getElementById(getSquareId(move.start));
this.play(move);
}, 250);
},
- play: function(move, programmatic) {
- let navigate = !move;
+ play: function(move, receive, noanimate) {
+ const navigate = !move;
// Forbid playing outside analyze mode when cursor isn't at moves.length-1
// (except if we receive opponent's move, human or computer)
- if (!navigate && !this.analyze && !programmatic
+ if (!navigate && !this.analyze && !receive
&& this.cursor < this.moves.length-1)
{
return;
return; //no more moves
move = this.moves[this.cursor+1];
}
- if (!!programmatic) //computer or (remote) human opponent
+ if (!!receive && !noanimate) //opponent move, variant != "Dark"
{
if (this.cursor < this.moves.length-1)
this.gotoEnd(); //required to play the move
return this.animateMove(move);
}
- // Not programmatic, or animation is over
- if (!move.notation)
- move.notation = this.vr.getNotation(move);
- if (!move.color)
+ if (!navigate)
+ {
move.color = this.vr.turn;
+ move.notation = this.vr.getNotation(move);
+ }
+ // Not programmatic, or animation is over
this.vr.play(move);
this.cursor++;
this.lastMove = move;
- if (!move.fen)
- move.fen = this.vr.getFen();
if (this.st.settings.sound == 2)
new Audio("/sounds/move.mp3").play().catch(err => {});
- if (!navigate && (this.score == "*" || this.analyze))
+ if (!navigate)
{
- // Stack move on movesList at current cursor
- if (this.cursor == this.moves.length)
- this.moves.push(move);
- else
- this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ move.fen = this.vr.getFen();
+ if (this.score == "*" || this.analyze)
+ {
+ // Stack move on movesList at current cursor
+ if (this.cursor == this.moves.length)
+ this.moves.push(move);
+ else
+ this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ }
}
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
this.$emit("newmove", move); //post-processing (e.g. computer play)
},
undo: function(move) {
- let navigate = !move;
+ const navigate = !move;
if (navigate)
{
if (this.cursor < 0)