Board(:vr="vr" :last-move="lastMove" :analyze="analyze" :user-color="mycolor"
:orientation="orientation" :vname="vname" @play-move="play")
.button-group
- button(@click="play") Play
- button(@click="undo") Undo
+ button(@click="() => play()") Play
+ button(@click="() => undo()") Undo
button(@click="flip") Flip
button(@click="gotoBegin") GotoBegin
button(@click="gotoEnd") GotoEnd
lastMove: null,
};
},
+ watch: {
+ // fenStart changes when a new game starts
+ fenStart: function() {
+ // Reset all variables
+ this.endgameMessage = "";
+ this.orientation = this.mycolor;
+ this.score = "*";
+ this.moves = [];
+ this.cursor = -1;
+ this.lastMove = null;
+ },
+ },
computed: {
showMoves: function() {
return true;
move.fen = this.vr.getFen();
if (this.st.settings.sound == 2)
new Audio("/sounds/move.mp3").play().catch(err => {});
- // Send the move to web worker (including his own moves) //TODO: doesn't work here --> need to send an event instead
- this.compWorker.postMessage(["newmove",move]);
if (!navigate && (this.score == "*" || this.analyze))
{
// Stack move on movesList at current cursor
else //just show score on screen (allow undo)
this.showScoreMsg(score);
}
- // subTurn condition for Marseille (and Avalanche) rules
- else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
- && (this.subMode == "auto" || this.vr.turn != this.mycolor))
- {
- this.playComputerMove();
- }
- // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
- //if (navigate)
- // this.$children[0].$forceUpdate(); //TODO!?
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
},
undo: function(move) {
let navigate = !move;
if (this.st.settings.sound == 2)
new Audio("/sounds/undo.mp3").play().catch(err => {});
this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (navigate)
- this.$children[0].$forceUpdate(); //TODO!?
- else if (this.analyze) //TODO: can this happen?
+ if (this.analyze) //TODO: can this happen?
this.moves.pop();
},
gotoMove: function(index) {
- this.vr = new V(this.moves[index].fen);
+ this.vr.re_init(this.moves[index].fen);
this.cursor = index;
this.lastMove = this.moves[index];
},
gotoBegin: function() {
- this.vr = new V(this.fenStart);
+ this.vr.re_init(this.fenStart);
this.cursor = -1;
this.lastMove = null;
},