<template lang="pug">
-.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- input#modalEog.modal(type="checkbox")
- div(role="dialog" aria-labelledby="eogMessage")
- .card.smallpad.small-modal.text-center
- label.modal-close(for="modalEog")
- h3#eogMessage.section {{ endgameMessage }}
- // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
+div
+ input#modalEog.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="eogMessage")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalEog")
+ h3#eogMessage.section {{ endgameMessage }}
+ .float70 //TODO: use mini-css predefined styles
Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
:user-color="game.mycolor" :orientation="orientation"
:vname="game.vname" @play-move="play")
button(@click="flip") Flip
button(@click="gotoBegin") GotoBegin
button(@click="gotoEnd") GotoEnd
- #messageDiv.section-content(v-if="game.type=='corr'") {{ curMoveMessage() }}
- #fenDiv.section-content(v-if="showFen && !!vr")
- p#fenString.text-center {{ vr.getFen() }}
- #pgnDiv.section-content
+ #fenDiv(v-if="showFen && !!vr")
+ p {{ vr.getFen() }}
+ #pgnDiv
a#download(href="#")
- button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
- div#movesList
- MoveList(v-if="showMoves"
- :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+ button(@click="download") {{ st.tr["Download PGN"] }}
+ .float30 //TODO: should be optional (adjust widths dynamically)
+ MoveList(v-if="showMoves"
+ :moves="moves" :cursor="cursor" @goto-move="gotoMove")
</template>
<script>
"game.fenStart": function() {
this.re_setVariables();
},
+ // Received a new move to play:
+ "game.moveToPlay": function() {
+ this.play(this.game.moveToPlay, "receive", this.game.vname=="Dark");
+ },
"game.score": function() {
- this.score = this.game.score;
+ this.endGame(this.game.score, this.game.scoreMsg);
},
},
computed: {
this.cursor = L-1;
this.lastMove = (L > 0 ? this.moves[L-1] : null);
},
- // For corr games, potential message with each move sent
- curMoveMessage: function() {
- if (this.cursor < 0)
- return "";
- return this.game.moves[this.cursor].message || "";
- },
- setCurrentMessage: function(message) {
- this.game.moves[this.game.moves.length-1].message = message;
- },
download: function() {
const content = this.getPgn();
// Prepare and trigger download link
button(@click="offerDraw") Draw
button(@click="abortGame") Abort
button(@click="resign") Resign
+ div(v-if="game.type=='corr'") {{ game.corrMsg }}
textarea(v-if="game.score=='*'" v-model="corrMsg")
Chat(:players="game.players")
</template>
{
clearInterval(clockUpdate);
if (countdown < 0)
- {
- this.$refs["basegame"].endGame(
- this.vr.turn=="w" ? "0-1" : "1-0", "Time");
- }
+ this.setScore(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
}
else
{
game:myGame, target:data.from}));
break;
case "newmove":
- // NOTE: this call to play() will trigger processMove()
- this.$refs["basegame"].play(data.move,
- "receive", this.game.vname!="Dark" ? "animate" : null);
+ this.corrMsg = data.move.message; //may be empty
+ this.game.moveToPlay = data.move;
break;
case "lastate": //got opponent infos about last move
{
break;
}
case "resign":
- this.$refs["basegame"].endGame(
- (data.side=="b" ? "1-0" : "0-1"), "Resign");
+ this.setScore(data.side=="b" ? "1-0" : "0-1", "Resign");
break;
case "abort":
- this.$refs["basegame"].endGame("?", "Abort");
+ this.setScore("?", "Abort");
break;
case "draw":
- this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+ this.setScore("1/2", "Mutual agreement");
break;
case "drawoffer":
this.drawOffer = "received"; //TODO: observers don't know who offered draw
if (data.movesCount > L)
{
// Just got last move from him
- this.$refs["basegame"].play(data.lastMove,
- "receive", this.game.vname!="Dark" ? "animate" : null);
+ this.game.moveToPlay = data.lastMove;
if (data.score != "*" && this.game.score == "*")
{
// Opponent resigned or aborted game, or accepted draw offer
// (this is not a stalemate or checkmate)
- this.$refs["basegame"].endGame(data.score, "Opponent action");
+ this.setScore(data.score, "Opponent action");
}
this.game.clocks = data.clocks; //TODO: check this?
if (!!data.lastMove.draw)
this.drawOffer = "received";
}
},
+ setScore: function(score, message) {
+ this.game.scoreMsg = message;
+ this.game.score = score;
+ },
offerDraw: function() {
if (this.drawOffer == "received")
{
if (p.sid != this.st.user.sid)
this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
});
- this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+ this.setScore("1/2", "Mutual agreement");
}
else if (this.drawOffer == "sent")
{
abortGame: function() {
if (!confirm(this.st.tr["Terminate game?"]))
return;
- // Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame("?", "Abort");
+ this.setScore("?", "Abort");
this.people.forEach(p => {
if (p.sid != this.st.user.sid)
{
side:this.game.mycolor, target:p.sid}));
}
});
- // Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+ this.setScore(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
// 3 cases for loading a game:
// - from indexedDB (running or completed live game I play)
}));
}
});
- if (this.game.type == "corr" && this.corrMsg != "")
- {
- // Add message to last move in BaseGame:
- // TODO: not very good style...
- this.$refs["basegame"].setCurrentMessage(this.corrMsg);
- }
}
else
addTime = move.addTime; //supposed transmitted
GameStorage.update(this.gameRef.id,
{
fen: move.fen,
+ message: this.corrMsg,
move:
{
squares: filtered_move,
- message: this.corrMsg,
played: Date.now(), //TODO: on server?
idx: this.game.moves.length,
},
//TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
this.game.initime[nextIdx] = Date.now();
- // Finally reset curMoveMessage if needed
- if (this.game.type == "corr" && move.color == this.game.mycolor)
- this.corrMsg = "";
},
gameOver: function(score) {
this.game.mode = "analyze";