// 250 = length of animation, 500 = delay between sub-moves
// TODO: a callback would be cleaner.
250 + (Array.isArray(compMove) ? (compMove.length - 1) * 750 : 0);
- setTimeout(() => self.processMove(compMove), animationLength);
- self.compThink = false;
- if (self.game.score != "*")
- // User action
- self.$emit("game-stopped");
+ setTimeout(
+ () => {
+ self.compThink = false;
+ self.processMove(compMove);
+ },
+ animationLength
+ );
}, delay);
};
},
moves: []
};
game.fen = game.fenStart;
- if (this.gameInfo.mode == "versus")
- CompgameStorage.add(game);
+ if (this.gameInfo.mode == "versus") CompgameStorage.add(game);
}
if (!game.mycolor) game.mycolor = (Math.random() < 0.5 ? "w" : "b");
this.compWorker.postMessage(["init", game.fen]);
this.vr = new V(game.fen);
- game.players = [{ name: "Myself" }, { name: "Computer" }];
- if (game.mycolor == "b") game.players = game.players.reverse();
+ game.players = [{ name: "Computer" }, { name: "Computer" }];
+ if (this.gameInfo.mode == "versus")
+ game.players[game.mycolor == 'w' ? 0 : 1] = { name: "Myself" };
game.score = "*"; //finished games are removed
game.mode = this.gameInfo.mode;
this.currentUrl = document.location.href; //to avoid playing outside page
},
processMove: function(move, scoreObj) {
playMove(move, this.vr);
- // This move could have ended the game:
+ // Maybe the user stopped the game:
+ if (this.game.score != "*") {
+ this.$emit("game-stopped");
+ return;
+ }
+ // This move could have ended the game
if (!scoreObj) scoreObj = { score: this.vr.getCurrentScore() };
if (scoreObj.score != "*") {
this.gameOver(scoreObj.score);
return;
}
- if (this.game.score != "*")
- // The game already ended, probably because of a user action
- return;
// Send the move to web worker (including his own moves)
this.compWorker.postMessage(["newmove", move]);
if (this.gameInfo.mode == "auto" || this.vr.turn != this.game.mycolor)