this.play(move);
}, 250);
},
- play: function(move, programmatic) {
+ play: function(move, receive, noanimate) {
const navigate = !move;
// Forbid playing outside analyze mode when cursor isn't at moves.length-1
// (except if we receive opponent's move, human or computer)
- if (!navigate && !this.analyze && !programmatic
+ if (!navigate && !this.analyze && !receive
&& this.cursor < this.moves.length-1)
{
return;
return; //no more moves
move = this.moves[this.cursor+1];
}
- else
- {
- move.color = this.vr.turn;
- move.notation = this.vr.getNotation(move);
- }
- if (!!programmatic) //computer or (remote) human opponent
+ if (!!receive && !noanimate) //opponent move, variant != "Dark"
{
if (this.cursor < this.moves.length-1)
this.gotoEnd(); //required to play the move
return this.animateMove(move);
}
+ if (!navigate)
+ {
+ move.color = this.vr.turn;
+ move.notation = this.vr.getNotation(move);
+ }
// Not programmatic, or animation is over
this.vr.play(move);
this.cursor++;
// localStorage:
// TODO: also option to takeback a move ?
// NOTE: for live games only (all on server for corr)
- update: function(o) //colorIdx, move, fen, elapsed, increment, initime, score
+ update: function(o) //colorIdx, move, fen, addTime, initime, score
{
let gameState = JSON.parse(localStorage.getItem("gameState"));
if (!!o.move)
{
gameState.moves.push(o.move);
gameState.fen = o.fen;
- if (!!o.elapsed) //NaN if first move in game
- gameState.clocks[o.colorIdx] += (o.increment - o.elapsed);
+ if (!!o.addTime) //NaN if first move in game
+ gameState.clocks[o.colorIdx] += o.addTime;
}
if (!!o.initime) //just a flag (true)
gameState.initime = Date.now();
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)
}));
}
else if (data.movesCount > L) //just got last move from him
- this.play(data.lastMove, "animate");
+ this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
break;
case "resign": //..you won!
this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
// Post-processing: decorate each move with current FEN:
// (to be able to jump to any position quickly)
game.moves.forEach(move => {
- // TODO: this is doing manually what BaseGame.play() achieve...
+ // NOTE: this is doing manually what BaseGame.play() achieve...
+ // but in a lighter "fast-forward" way
move.color = this.vr.turn;
this.vr.play(move);
move.fen = this.vr.getFen();
if (!this.game.mycolor)
return; //I'm just an observer
// Update storage (corr or live)
- 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)
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
// (otherwise move.elapsed is supposed to be already transmitted)
+ let addTime = undefined;
if (move.color == this.game.mycolor)
{
const elapsed = Date.now() - GameStorage.getInitime();
}));
});
move.elapsed = elapsed;
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed/1000;
}
GameStorage.update({
colorIdx: colorIdx,
move: filtered_move,
fen: move.fen,
- 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?
});
},
// NOTE: this update function should also work for corr games