button(@click="offerDraw") Draw
button(@click="() => abortGame()") Abort
button(@click="resign") Resign
- div(v-if="game.mode=='corr'")
+ div(v-if="game.type=='corr'")
textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
div(v-show="cursor>=0") {{ moves[cursor].message }}
</template>
: 0;
return ppt(newState[i] - removeTime);
});
- const myTurn = (currentTurn == this.game.mycolor);
let clockUpdate = setInterval(() => {
- if (countdown <= 0 || this.vr.turn != currentTurn || this.game.score != "*")
+ if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
{
clearInterval(clockUpdate);
- if (countdown <= 0 && myTurn)
+ if (countdown < 0)
{
this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
- const oppsid = this.getOppSid();
- if (!!oppsid)
- {
- this.st.conn.send(JSON.stringify({
- code: "timeover",
- target: oppsid,
- }));
- }
+ this.vr.turn=="w" ? "0-1" : "1-0", "Time");
}
}
else
this.$refs["basegame"].endGame(
this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
break;
- case "timeover":
- this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "1-0" : "0-1", "Time");
- break;
case "abort":
this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
break;
// done only by one player for each move:
if (this.game.type == "live" || move.color == this.game.mycolor)
{
- GameStorage.update(this.gameRef.id,
+ if (this.game.type == "corr")
{
- fen: move.fen,
- move:
+ GameStorage.update(this.gameRef.id,
{
- squares: filtered_move,
- message: this.corrMsg,
- played: Date.now(), //TODO: on server?
- idx: this.game.moves.length,
- },
- clocks: this.game.clocks.map((t,i) => i==colorIdx
- ? this.game.clocks[i] + addTime
- : this.game.clocks[i]),
- initime: this.game.initime.map((t,i) => i==nextIdx
- ? Date.now()
- : this.game.initime[i]),
- });
+ fen: move.fen,
+ move:
+ {
+ squares: filtered_move,
+ message: this.corrMsg,
+ played: Date.now(), //TODO: on server?
+ idx: this.game.moves.length,
+ },
+ });
+ }
+ else //live
+ {
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move: filtered_move,
+ clocks: this.game.clocks.map((t,i) => i==colorIdx
+ ? this.game.clocks[i] + addTime
+ : this.game.clocks[i]),
+ initime: this.game.initime.map((t,i) => i==nextIdx
+ ? Date.now()
+ : this.game.initime[i]),
+ });
+ }
}
// Also update current game object:
this.game.moves.push(move);