#gameContainer
#boardContainer
Board(
+ ref="board"
:vr="vr"
:last-move="lastMove"
- :analyze="game.mode=='analyze'"
+ :analyze="mode=='analyze'"
:score="game.score"
:user-color="game.mycolor"
:orientation="orientation"
:vname="game.vname"
:incheck="incheck"
@play-move="play"
+ @click-square="clickSquare"
)
#turnIndicator(v-if="showTurn") {{ turn }}
- #controls
- button(@click="gotoBegin()") <<
- button(@click="undo()") <
- button(v-if="canFlip" @click="flip()") ⇅
- button(@click="play()") >
- button(@click="gotoEnd()") >>
- #belowControls
- #downloadDiv(v-if="allowDownloadPGN")
- a#download(href="#")
- button(@click="download()") {{ st.tr["Download"] }} PGN
+ #controls.button-group
+ button(@click="gotoBegin()")
+ img.inline(src="/images/icons/fast-forward_rev.svg")
+ button(@click="undo()")
+ img.inline(src="/images/icons/play_rev.svg")
+ button(v-if="canFlip" @click="flip()")
+ img.inline(src="/images/icons/flip.svg")
button(
- v-if="canAnalyze"
- @click="analyzePosition()"
+ @click="runAutoplay()"
+ :class="{'in-autoplay': autoplay}"
)
- | {{ st.tr["Analyse"] }}
- // NOTE: variants pages already have a "Rules" link on top
- button(
- v-if="!$route.path.match('/variants/')"
- @click="showRules()"
- )
- | {{ st.tr["Rules"] }}
+ img.inline(src="/images/icons/autoplay.svg")
+ button(@click="play()")
+ img.inline(src="/images/icons/play.svg")
+ button(@click="gotoEnd()")
+ img.inline(src="/images/icons/fast-forward.svg")
+ p(v-show="showFen") {{ (!!vr ? vr.getFen() : "") }}
#movesList
MoveList(
- v-if="showMoves != 'none'"
:show="showMoves"
+ :canAnalyze="canAnalyze"
+ :canDownload="allowDownloadPGN"
:score="game.score"
:message="game.scoreMsg"
:firstNum="firstMoveNumber"
:moves="moves"
:cursor="cursor"
+ @download="download"
+ @showrules="showRules"
+ @analyze="toggleAnalyze"
@goto-move="gotoMove"
+ @reset-arrows="resetArrows"
)
.clearer
</template>
<script>
import Board from "@/components/Board.vue";
import MoveList from "@/components/MoveList.vue";
+import params from "@/parameters";
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
import { getDate } from "@/utils/datetime";
vr: null, //VariantRules object, game state
endgameMessage: "",
orientation: "w",
+ mode: "",
score: "*", //'*' means 'unfinished'
moves: [],
- // TODO: later, use subCursor to navigate intra-multimoves?
cursor: -1, //index of the move just played
lastMove: null,
firstMoveNumber: 0, //for printing
incheck: [], //for Board
- inMultimove: false
+ inMultimove: false,
+ autoplay: false,
+ autoplayLoop: null,
+ inPlay: false,
+ stackToPlay: []
};
},
- watch: {
- // game initial FEN changes when a new game starts
- "game.fenStart": function() {
- this.re_setVariables();
- },
- },
computed: {
+ turn: function() {
+ if (!this.vr) return "";
+ if (this.vr.showMoves != "all") {
+ return this.st.tr[
+ (this.vr.turn == 'w' ? "White" : "Black") + " to move"];
+ }
+ // Cannot flip: racing king or circular chess
+ return (
+ this.vr.movesCount == 0 && this.game.mycolor == "w"
+ ? this.st.tr["It's your turn!"]
+ : ""
+ );
+ },
+ showFen: function() {
+ return (
+ this.mode == "analyze" &&
+ this.$router.currentRoute.path.indexOf("/analyse") === -1
+ );
+ },
+ // TODO: is it OK to pass "computed" as properties?
+ // Also, some are seemingly not recomputed when vr is initialized.
showMoves: function() {
return this.game.score != "*"
? "all"
- : (this.vr ? this.vr.showMoves : "none");
+ : (!!this.vr ? this.vr.showMoves : "none");
},
showTurn: function() {
return (
this.game.score == '*' &&
- this.vr &&
- (this.vr.showMoves != "all" || !this.vr.canFlip)
+ !!this.vr && (this.vr.showMoves != "all" || !this.vr.canFlip)
);
},
- turn: function() {
- if (!this.vr)
- return "";
- if (this.vr.showMoves != "all")
- return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]
- // Cannot flip: racing king or circular chess
- return this.vr.movesCount == 0 && this.game.mycolor == "w"
- ? this.st.tr["It's your turn!"]
- : "";
- },
canAnalyze: function() {
- return this.game.mode != "analyze" && this.vr && this.vr.canAnalyze;
+ return (
+ this.game.mode != "analyze" &&
+ !!this.vr && this.vr.canAnalyze
+ );
},
canFlip: function() {
- return this.vr && this.vr.canFlip;
+ return !!this.vr && this.vr.canFlip;
},
allowDownloadPGN: function() {
- return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
+ return (
+ this.game.score != "*" ||
+ (!!this.vr && this.vr.showMoves == "all")
+ );
}
},
created: function() {
- if (this.game.fenStart) this.re_setVariables();
+ if (!!this.game.fenStart) this.re_setVariables();
},
mounted: function() {
if (!("ontouchstart" in window)) {
baseGameDiv.addEventListener("keydown", this.handleKeys);
baseGameDiv.addEventListener("wheel", this.handleScroll);
}
- document.getElementById("eogDiv").addEventListener(
- "click",
- processModalClick);
+ document.getElementById("eogDiv")
+ .addEventListener("click", processModalClick);
+ },
+ beforeDestroy: function() {
+ if (!!this.autoplayLoop) clearInterval(this.autoplayLoop);
},
methods: {
focusBg: function() {
if (e.deltaY < 0) this.undo();
else if (e.deltaY > 0) this.play();
},
+ resetArrows: function() {
+ // TODO: make arrows scale with board, and remove this
+ this.$refs["board"].cancelResetArrows();
+ },
showRules: function() {
- //this.$router.push("/variants/" + this.game.vname);
- window.open("#/variants/" + this.game.vname, "_blank"); //better
+ // The button is here only on Game page:
+ document.getElementById("modalRules").checked = true;
},
- re_setVariables: function() {
+ re_setVariables: function(game) {
+ if (!game) game = this.game; //in case of...
this.endgameMessage = "";
// "w": default orientation for observed games
- this.orientation = this.game.mycolor || "w";
- this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
+ this.orientation = game.mycolor || "w";
+ this.mode = game.mode || game.type; //TODO: merge...
+ this.moves = JSON.parse(JSON.stringify(game.moves || []));
// Post-processing: decorate each move with notation and FEN
- this.vr = new V(this.game.fenStart);
- const parsedFen = V.ParseFen(this.game.fenStart);
+ this.vr = new V(game.fenStart);
+ const parsedFen = V.ParseFen(game.fenStart);
const firstMoveColor = parsedFen.turn;
- this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
- this.moves.forEach(move => {
+ this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1;
+ let L = this.moves.length;
+ this.moves.forEach((move,idx) => {
// Strategy working also for multi-moves:
if (!Array.isArray(move)) move = [move];
- move.forEach(m => {
+ const Lm = move.length;
+ move.forEach((m,idxM) => {
m.notation = this.vr.getNotation(m);
+ m.unambiguous = V.GetUnambiguousNotation(m);
this.vr.play(m);
+ const checkSquares = this.vr.getCheckSquares();
+ if (checkSquares.length > 0) m.notation += "+";
+ if (idxM == Lm - 1) m.fen = this.vr.getFen();
+ if (idx == L - 1 && idxM == Lm - 1) {
+ this.incheck = checkSquares;
+ const score = this.vr.getCurrentScore();
+ if (["1-0", "0-1"].includes(score)) m.notation += "#";
+ }
});
});
if (firstMoveColor == "b") {
// 'start' & 'end' is required for Board component
this.moves.unshift({
notation: "...",
+ unambiguous: "...",
start: { x: -1, y: -1 },
- end: { x: -1, y: -1 }
+ end: { x: -1, y: -1 },
+ fen: game.fenStart
});
+ L++;
}
- this.positionCursorTo(this.moves.length - 1);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.positionCursorTo(L - 1);
},
positionCursorTo: function(index) {
this.cursor = index;
- // Caution: last move in moves array might be a multi-move
- if (index >= 0) {
- if (Array.isArray(this.moves[index])) {
- const L = this.moves[index].length;
- this.lastMove = this.moves[index][L - 1];
- } else {
- this.lastMove = this.moves[index];
+ // Note: last move in moves array might be a multi-move
+ if (index >= 0) this.lastMove = this.moves[index];
+ else this.lastMove = null;
+ },
+ toggleAnalyze: function() {
+ if (this.mode != "analyze") {
+ // Enter analyze mode:
+ this.gameMode = this.mode; //was not 'analyze'
+ this.mode = "analyze";
+ this.gameCursor = this.cursor;
+ this.gameMoves = JSON.parse(JSON.stringify(this.moves));
+ document.getElementById("analyzeBtn").classList.add("active");
+ }
+ else {
+ // Exit analyze mode:
+ this.mode = this.gameMode ;
+ this.cursor = this.gameCursor;
+ this.moves = this.gameMoves;
+ let fen = this.game.fenStart;
+ if (this.cursor >= 0) {
+ let mv = this.moves[this.cursor];
+ if (!Array.isArray(mv)) mv = [mv];
+ fen = mv[mv.length-1].fen;
}
+ this.vr = new V(fen);
+ this.incheck = this.vr.getCheckSquares();
+ if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
+ else this.lastMove = null;
+ document.getElementById("analyzeBtn").classList.remove("active");
}
- else
- this.lastMove = null;
- },
- analyzePosition: function() {
- const newUrl =
- "/analyse/" +
- this.game.vname +
- "/?fen=" +
- this.vr.getFen().replace(/ /g, "_");
- // Open in same tab in live games (against cheating)
- if (this.game.type == "live") this.$router.push(newUrl);
- else window.open("#" + newUrl);
},
download: function() {
const content = this.getPgn();
let pgn = "";
pgn += '[Site "vchess.club"]\n';
pgn += '[Variant "' + this.game.vname + '"]\n';
- pgn += '[Date "' + getDate(new Date()) + '"]\n';
+ const gdt = getDate(new Date(this.game.created || Date.now()));
+ pgn += '[Date "' + gdt + '"]\n';
pgn += '[White "' + this.game.players[0].name + '"]\n';
pgn += '[Black "' + this.game.players[1].name + '"]\n';
pgn += '[Fen "' + this.game.fenStart + '"]\n';
- pgn += '[Result "' + this.game.score + '"]\n\n';
+ pgn += '[Result "' + this.game.score + '"]\n';
+ if (!!this.game.id)
+ pgn += '[Url "' + params.serverUrl + '/game/' + this.game.id + '"]\n';
+ if (!!this.game.cadence)
+ pgn += '[Cadence "' + this.game.cadence + '"]\n';
+ pgn += '\n';
for (let i = 0; i < this.moves.length; i += 2) {
- pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
+ if (i > 0) pgn += " ";
+ // Adjust dots notation for a better display:
+ let fullNotation = getFullNotation(this.moves[i]);
+ if (fullNotation == "...") fullNotation = "..";
+ pgn += (i / 2 + this.firstMoveNumber) + "." + fullNotation;
if (i+1 < this.moves.length)
- pgn += getFullNotation(this.moves[i+1]) + " ";
+ pgn += " " + getFullNotation(this.moves[i+1]);
}
- return pgn + "\n";
+ pgn += "\n\n";
+ for (let i = 0; i < this.moves.length; i += 2) {
+ const moveNumber = i / 2 + this.firstMoveNumber;
+ // Skip "dots move", useless for machine reading:
+ if (this.moves[i].notation != "...") {
+ pgn += moveNumber + ".w " +
+ getFullNotation(this.moves[i], "unambiguous") + "\n";
+ }
+ if (i+1 < this.moves.length) {
+ pgn += moveNumber + ".b " +
+ getFullNotation(this.moves[i+1], "unambiguous") + "\n";
+ }
+ }
+ return pgn;
},
showEndgameMsg: function(message) {
this.endgameMessage = message;
- let modalBox = document.getElementById("modalEog");
- modalBox.checked = true;
- setTimeout(() => {
- modalBox.checked = false;
- }, 2000);
+ document.getElementById("modalEog").checked = true;
+ },
+ runAutoplay: function() {
+ const infinitePlay = () => {
+ if (this.cursor == this.moves.length - 1) {
+ clearInterval(this.autoplayLoop);
+ this.autoplayLoop = null;
+ this.autoplay = false;
+ return;
+ }
+ if (this.inPlay || this.inMultimove)
+ // Wait next tick
+ return;
+ this.play();
+ };
+ if (this.autoplay) {
+ this.autoplay = false;
+ clearInterval(this.autoplayLoop);
+ this.autoplayLoop = null;
+ } else {
+ this.autoplay = true;
+ setTimeout(
+ () => {
+ infinitePlay();
+ this.autoplayLoop = setInterval(infinitePlay, 1500);
+ },
+ // Small delay otherwise the first move is played too fast
+ 500
+ );
+ }
},
// Animate an elementary move
animateMove: function(move, callback) {
let startSquare = document.getElementById(getSquareId(move.start));
+ if (!startSquare) return; //shouldn't happen but...
let endSquare = document.getElementById(getSquareId(move.end));
let rectStart = startSquare.getBoundingClientRect();
let rectEnd = endSquare.getBoundingClientRect();
let movingPiece = document.querySelector(
"#" + getSquareId(move.start) + " > img.piece"
);
- // HACK for animation (with positive translate, image slides "under background")
- // Possible improvement: just alter squares on the piece's way...
+ // For some unknown reasons Opera get "movingPiece == null" error
+ // TODO: is it calling 'animate()' twice ? One extra time ?
+ if (!movingPiece) return;
const squares = document.getElementsByClassName("board");
for (let i = 0; i < squares.length; i++) {
let square = squares.item(i);
- if (square.id != getSquareId(move.start)) square.style.zIndex = "-1";
+ if (square.id != getSquareId(move.start))
+ // HACK for animation:
+ // (with positive translate, image slides "under background")
+ square.style.zIndex = "-1";
}
movingPiece.style.transform =
"translate(" + translation.x + "px," + translation.y + "px)";
// For Analyse mode:
emitFenIfAnalyze: function() {
if (this.game.mode == "analyze") {
- this.$emit(
- "fenchange",
- this.lastMove ? this.lastMove.fen : this.game.fenStart
- );
+ let fen = this.game.fenStart;
+ if (!!this.lastMove) {
+ if (Array.isArray(this.lastMove)) {
+ const L = this.lastMove.length;
+ fen = this.lastMove[L-1].fen;
+ }
+ else fen = this.lastMove.fen;
+ }
+ this.$emit("fenchange", fen);
}
},
+ clickSquare: function(square) {
+ // Some variants make use of a single click at specific times:
+ const move = this.vr.doClick(square);
+ if (!!move) this.play(move);
+ },
// "light": if gotoMove() or gotoEnd()
- // data: some custom data (addTime) to be re-emitted
- play: function(move, received, light, data) {
+ play: function(move, received, light, noemit) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
const navigate = !move;
+ // Forbid playing outside analyze mode, except if move is received.
+ // Sufficient condition because Board already knows which turn it is.
+ if (
+ this.mode != "analyze" &&
+ !navigate &&
+ !received &&
+ (this.game.score != "*" || this.cursor < this.moves.length - 1)
+ ) {
+ return;
+ }
+ if (!!received) {
+
+ if (this.mode == "analyze") { console.log("received move");
+ console.log(move); }
+
+ if (this.mode == "analyze") this.toggleAnalyze();
+ if (this.cursor < this.moves.length - 1)
+ // To play a received move, cursor must be at the end of the game:
+ this.gotoEnd();
+ }
+ if (!!noemit) {
+ if (this.inPlay) {
+ // Received moves in observed games can arrive too fast:
+ this.stackToPlay.unshift(move);
+ return;
+ }
+ this.inPlay = true;
+ }
+ // The board may show some the possible moves: (TODO: bad solution)
+ this.$refs["board"].resetCurrentAttempt();
const playSubmove = (smove) => {
- if (!navigate) smove.notation = this.vr.getNotation(smove);
+ smove.notation = this.vr.getNotation(smove);
+ smove.unambiguous = V.GetUnambiguousNotation(smove);
this.vr.play(smove);
- this.lastMove = smove;
- // Is opponent in check?
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (!navigate) {
- if (!this.inMultimove) {
+ if (this.inMultimove && !!this.lastMove) {
+ if (!Array.isArray(this.lastMove))
+ this.lastMove = [this.lastMove, smove];
+ else this.lastMove.push(smove);
+ }
+ // Is opponent (or me) in check?
+ this.incheck = this.vr.getCheckSquares();
+ if (this.incheck.length > 0) smove.notation += "+";
+ if (!this.inMultimove) {
+ // First sub-move:
+ this.lastMove = smove;
+ // Condition is "!navigate" but we mean "!this.autoplay"
+ if (!navigate) {
if (this.cursor < this.moves.length - 1)
this.moves = this.moves.slice(0, this.cursor + 1);
this.moves.push(smove);
- this.inMultimove = true; //potentially
- this.cursor++;
- } else {
- // Already in the middle of a multi-move
- const L = this.moves.length;
- if (!Array.isArray(this.moves[L-1]))
- this.$set(this.moves, L-1, [this.moves[L-1], smove]);
- else
- this.$set(this.moves, L-1, this.moves.concat([smove]));
}
+ this.inMultimove = true; //potentially
+ this.cursor++;
+ } else if (!navigate) {
+ // Already in the middle of a multi-move
+ const L = this.moves.length;
+ if (!Array.isArray(this.moves[L-1]))
+ this.$set(this.moves, L-1, [this.moves[L-1], smove]);
+ else this.moves[L-1].push(smove);
}
};
const playMove = () => {
- const animate = V.ShowMoves == "all" && received;
+ const animate = (
+ ["all", "highlight"].includes(V.ShowMoves) &&
+ (this.autoplay || !!received)
+ );
if (!Array.isArray(move)) move = [move];
let moveIdx = 0;
let self = this;
const initurn = this.vr.turn;
(function executeMove() {
+console.log("execute move " + move.length);
const smove = move[moveIdx++];
- if (animate) {
+
+console.log(smove);
+ console.log(animate + " " + smove.start.x);
+
+
+ // NOTE: condition "smove.start.x >= 0" required for Dynamo,
+ // because second move may be empty.
+ if (animate && smove.start.x >= 0) {
self.animateMove(smove, () => {
playSubmove(smove);
+
+console.log(moveIdx + " " + move.length);
+
if (moveIdx < move.length)
setTimeout(executeMove, 500);
else afterMove(smove, initurn);
}
})();
};
+ const computeScore = () => {
+ const score = this.vr.getCurrentScore();
+ if (!navigate) {
+ if (["1-0","0-1"].includes(score)) {
+ if (Array.isArray(this.lastMove)) {
+ const L = this.lastMove.length;
+ this.lastMove[L - 1].notation += "#";
+ }
+ else this.lastMove.notation += "#";
+ }
+ }
+ if (score != "*" && this.mode == "analyze") {
+ const message = getScoreMessage(score);
+ // Just show score on screen (allow undo)
+ this.showEndgameMsg(score + " . " + this.st.tr[message]);
+ }
+ return score;
+ };
const afterMove = (smove, initurn) => {
if (this.vr.turn != initurn) {
+
+console.log(smove);
+
// Turn has changed: move is complete
- if (!smove.fen) {
- // NOTE: only FEN of last sub-move is required (thus setting it here)
+ if (!smove.fen)
+ // NOTE: only FEN of last sub-move is required (=> setting it here)
smove.fen = this.vr.getFen();
- this.emitFenIfAnalyze();
- }
+ this.emitFenIfAnalyze();
this.inMultimove = false;
- const score = this.vr.getCurrentScore();
- if (score != "*") {
- const message = getScoreMessage(score);
- if (!navigate && this.game.mode != "analyze")
- this.$emit("gameover", score, message);
- else if (this.game.mode == "analyze")
- // Just show score on screen (allow undo)
- this.showEndgameMsg(score + " . " + this.st.tr[message]);
- }
- if (!navigate && this.game.mode != "analyze") {
- const L = this.moves.length;
- // Post-processing (e.g. computer play)
- this.$emit("newmove", this.moves[L-1], data);
+ this.score = computeScore();
+ if (this.mode != "analyze" && !navigate) {
+ if (!noemit && this.mode != "analyze") {
+ // Post-processing (e.g. computer play).
+ const L = this.moves.length;
+ // NOTE: always emit the score, even in unfinished,
+ // to tell Game::processMove() that it's not a received move.
+ this.$emit("newmove", this.moves[L-1], { score: this.score });
+ } else {
+ this.inPlay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), received, light, noemit);
+ }
}
}
};
// The move to navigate to is necessarily full:
if (this.cursor == this.moves.length - 1) return; //no more moves
move = this.moves[this.cursor + 1];
- if (light) {
- // Just play the move, nothing else:
+ if (!this.autoplay) {
+ // Just play the move:
if (!Array.isArray(move)) move = [move];
for (let i=0; i < move.length; i++) this.vr.play(move[i]);
+ if (!light) {
+ this.lastMove = move;
+ this.incheck = this.vr.getCheckSquares();
+ this.score = computeScore();
+ this.emitFenIfAnalyze();
+ }
+ this.cursor++;
+ return;
}
- else {
- playMove();
- this.emitFenIfAnalyze();
- }
- this.cursor++;
- return;
}
- // Forbid playing outside analyze mode, except if move is received.
- // Sufficient condition because Board already knows which turn it is.
- if (
- this.game.mode != "analyze" &&
- !received &&
- (this.game.score != "*" || this.cursor < this.moves.length - 1)
- ) {
- return;
- }
- // To play a received move, cursor must be at the end of the game:
- if (received && this.cursor < this.moves.length - 1)
- this.gotoEnd();
playMove();
},
cancelCurrentMultimove: function() {
const L = this.moves.length;
let move = this.moves[L-1];
if (!Array.isArray(move)) move = [move];
- for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
+ for (let i = move.length - 1; i >= 0; i--) this.vr.undo(move[i]);
this.moves.pop();
this.cursor--;
this.inMultimove = false;
},
// "light": if gotoMove() or gotoBegin()
undo: function(move, light) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) {
this.cancelCurrentMultimove();
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
} else {
if (!move) {
- if (this.cursor < 0) return; //no more moves
+ const minCursor =
+ this.moves.length > 0 && this.moves[0].notation == "..."
+ ? 1
+ : 0;
+ if (this.cursor < minCursor) return; //no more moves
move = this.moves[this.cursor];
}
- // Caution; if multi-move, undo all submoves from last to first
+ this.$refs["board"].resetCurrentAttempt();
undoMove(move, this.vr);
if (light) this.cursor--;
else {
this.positionCursorTo(this.cursor - 1);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
this.emitFenIfAnalyze();
}
}
},
gotoMove: function(index) {
+ if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
if (index == this.cursor) return;
if (index < this.cursor) {
}
// NOTE: next line also re-assign cursor, but it's very light
this.positionCursorTo(index);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
this.emitFenIfAnalyze();
},
gotoBegin: function() {
+ if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
- while (this.cursor >= 0)
- this.undo(null, null, "light");
- if (this.moves.length > 0 && this.moves[0].notation == "...") {
- this.cursor = 0;
- this.lastMove = this.moves[0];
- } else {
- this.lastMove = null;
- }
- this.incheck = [];
+ const minCursor =
+ this.moves.length > 0 && this.moves[0].notation == "..."
+ ? 1
+ : 0;
+ while (this.cursor >= minCursor) this.undo(null, null, "light");
+ this.lastMove = (minCursor == 1 ? this.moves[0] : null);
+ this.incheck = this.vr.getCheckSquares();
this.emitFenIfAnalyze();
},
gotoEnd: function() {
+ if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
this.emitFenIfAnalyze();
},
flip: function() {
+ if (this.$refs["board"].choices.length > 0) return;
this.orientation = V.GetOppCol(this.orientation);
}
}
display: inline-block
#controls
- margin: 0 auto
- text-align: center
+ user-select: none
button
- display: inline-block
- width: 20%
+ border: none
margin: 0
+ padding-top: 5px
+ padding-bottom: 5px
+
+.in-autoplay
+ background-color: #FACF8C
+
+img.inline
+ height: 22px
+ padding-top: 5px
+ @media screen and (max-width: 767px)
+ height: 18px
#turnIndicator
text-align: center
font-weight: bold
-#belowControls
- border-top: 1px solid #2f4f4f
- text-align: center
- margin: 0 auto
- & > #downloadDiv
- margin: 0
- & > button
- margin: 0
- & > button
- border-left: 1px solid #2f4f4f
- margin: 0
-
#boardContainer
float: left
// TODO: later, maybe, allow movesList of variable width