case "newmove":
// TODO: observer on dark games must see all board ? Or alternate ? (seems better)
// ...or just see nothing as on buho21
case "newmove":
// TODO: observer on dark games must see all board ? Or alternate ? (seems better)
// ...or just see nothing as on buho21
- this.$refs["basegame"].play(
- data.move, this.game.vname!="Dark" ? "animate" : null); //TODO: arg to know if opponent move (or comp) in case of dark variant...
- this.processMove(data.move);
+ // NOTE: next call will trigger processMove()
+ this.$refs["basegame"].play(data.move,
+ "receive", this.game.vname!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
if (this.gameRef.id != data.gameId)
break;
case "pong": //received if we sent a ping (game still alive on our side)
if (this.gameRef.id != data.gameId)
// Post-processing: decorate each move with current FEN:
// (to be able to jump to any position quickly)
game.moves.forEach(move => {
// Post-processing: decorate each move with current FEN:
// (to be able to jump to any position quickly)
game.moves.forEach(move => {
- const colorIdx = ["w","b","g","r"][move.color];
+ const colorIdx = ["w","b","g","r"].indexOf(move.color);
// https://stackoverflow.com/a/38750895
const allowed_fields = ["appear", "vanish", "start", "end"];
const filtered_move = Object.keys(move)
// https://stackoverflow.com/a/38750895
const allowed_fields = ["appear", "vanish", "start", "end"];
const filtered_move = Object.keys(move)
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
// (otherwise move.elapsed is supposed to be already transmitted)
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
// (otherwise move.elapsed is supposed to be already transmitted)
- elapsed: move.elapsed,
- increment: this.game.increment, //redundant but faster
- initime: (this.vr.turn == this.game.mycolor), //is it my turn?
+ addTime: addTime,
+ initime: (this.vr.turn == this.game.mycolor), //my turn now?