ref="board"
:vr="vr"
:last-move="lastMove"
- :analyze="game.mode=='analyze'"
+ :analyze="mode=='analyze'"
:score="game.score"
:user-color="game.mycolor"
:orientation="orientation"
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(
:show="showMoves"
:cursor="cursor"
@download="download"
@showrules="showRules"
- @analyze="analyzePosition"
+ @analyze="toggleAnalyze"
@goto-move="gotoMove"
@reset-arrows="resetArrows"
)
vr: null, //VariantRules object, game state
endgameMessage: "",
orientation: "w",
+ mode: "",
score: "*", //'*' means 'unfinished'
moves: [],
cursor: -1, //index of the move just played
: ""
);
},
+ showFen: function() {
+ return (
+ this.mode == "analyze" &&
+ this.$router.currentRoute.path.indexOf("/analyse") === -1
+ );
+ },
// TODO: is it OK to pass "computed" as properties?
// Also, some are seemingly not recomputed when vr is initialized.
showMoves: function() {
this.$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(game) {
if (!game) game = this.game; //in case of...
this.endgameMessage = "";
// "w": default orientation for observed games
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(game.fenStart);
const firstMoveColor = parsedFen.turn;
this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1;
let L = this.moves.length;
- this.moves.forEach(move => {
+ this.moves.forEach((move,idx) => {
// Strategy working also for multi-moves:
if (!Array.isArray(move)) move = [move];
- move.forEach((m,idx) => {
+ const Lm = move.length;
+ move.forEach((m,idxM) => {
m.notation = this.vr.getNotation(m);
m.unambiguous = V.GetUnambiguousNotation(m);
this.vr.play(m);
- if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
- m.notation += "+";
+ 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") {
});
L++;
}
- this.positionCursorTo(this.moves.length - 1);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- const score = this.vr.getCurrentScore();
- if (L > 0 && this.moves[L - 1].notation != "...") {
- if (["1-0","0-1"].includes(score)) this.moves[L - 1].notation += "#";
- else if (this.incheck.length > 0) this.moves[L - 1].notation += "+";
- }
+ 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];
- }
- } else this.lastMove = null;
+ // Note: last move in moves array might be a multi-move
+ if (index >= 0) this.lastMove = this.moves[index];
+ else this.lastMove = null;
},
- analyzePosition: function() {
- let newUrl =
- "/analyse/" +
- this.game.vname +
- "/?fen=" +
- this.vr.getFen().replace(/ /g, "_");
- if (!!this.game.mycolor) newUrl += "&side=" + this.game.mycolor;
- window.open("#" + newUrl);
+ 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();
+ document.getElementById("analyzeBtn").classList.remove("active");
+ }
},
download: function() {
const content = this.getPgn();
// 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.$emit("fenchange", fen);
}
},
clickSquare: function(square) {
play: function(move, received, light, noemit) {
// Freeze while choices are shown:
if (this.$refs["board"].choices.length > 0) return;
- // The board may show some the possible moves: (TODO: bad solution)
- this.$refs["board"].resetCurrentAttempt();
+ const navigate = !move;
+ // Forbid playing outside analyze mode, except if move is received.
+ // Sufficient condition because Board already knows which turn it is.
+ if (
+ this.mode != "analyze" &&
+ !navigate &&
+ !received &&
+ (this.game.score != "*" || this.cursor < this.moves.length - 1)
+ ) {
+ return;
+ }
+ if (!!received) {
+
+ if (this.mode == "analyze") { console.log("received move");
+ console.log(move); }
+
+ if (this.mode == "analyze") this.toggleAnalyze();
+ if (this.cursor < this.moves.length - 1)
+ // To play a received move, cursor must be at the end of the game:
+ this.gotoEnd();
+ }
if (!!noemit) {
if (this.inPlay) {
// Received moves in observed games can arrive too fast:
}
this.inPlay = true;
}
- const navigate = !move;
+ // The board may show some the possible moves: (TODO: bad solution)
+ this.$refs["board"].resetCurrentAttempt();
const playSubmove = (smove) => {
smove.notation = this.vr.getNotation(smove);
smove.unambiguous = V.GetUnambiguousNotation(smove);
this.vr.play(smove);
- this.lastMove = smove;
+ 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(this.vr.turn);
+ 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)
const computeScore = () => {
const score = this.vr.getCurrentScore();
if (!navigate) {
- if (["1-0","0-1"].includes(score)) this.lastMove.notation += "#";
- else if (this.incheck.length > 0) this.lastMove.notation += "+";
+ 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.game.mode == "analyze") {
+ if (score != "*" && this.mode == "analyze") {
const message = getScoreMessage(score);
// Just show score on screen (allow undo)
this.showEndgameMsg(score + " . " + this.st.tr[message]);
};
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 (=> setting it here)
this.emitFenIfAnalyze();
this.inMultimove = false;
this.score = computeScore();
- if (this.game.mode != "analyze" && !navigate) {
- if (!noemit) {
+ 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,
if (!Array.isArray(move)) move = [move];
for (let i=0; i < move.length; i++) this.vr.play(move[i]);
if (!light) {
- this.lastMove = move[move.length-1];
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.lastMove = move;
+ this.incheck = this.vr.getCheckSquares();
this.score = computeScore();
this.emitFenIfAnalyze();
}
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" &&
- !navigate &&
- !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() {
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) {
const minCursor =
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();
}
}
}
// 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() {
: 0;
while (this.cursor >= minCursor) this.undo(null, null, "light");
this.lastMove = (minCursor == 1 ? this.moves[0] : null);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
this.emitFenIfAnalyze();
},
gotoEnd: function() {