}, 250);
},
play: function(move, programmatic) {
- let navigate = !move;
+ 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
return; //no more moves
move = this.moves[this.cursor+1];
}
+ else
+ {
+ move.color = this.vr.turn;
+ move.notation = this.vr.getNotation(move);
+ }
if (!!programmatic) //computer or (remote) human opponent
{
if (this.cursor < this.moves.length-1)
return this.animateMove(move);
}
// Not programmatic, or animation is over
- if (!move.notation)
- move.notation = this.vr.getNotation(move);
- if (!move.color)
- move.color = this.vr.turn;
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)