seek: false,
fenStart: "",
incheck: [],
+ pgnTxt: "",
expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false,
};
},
);
}), choices]
);
- actionArray.push(
- h('button',
- {
- on: { click: this.resign },
- attrs: { "aria-label": 'Resign' },
- 'class': {
- "tooltip":true,
- "bottom": true,
+ if (this.mode != "idle")
+ {
+ actionArray.push(
+ h('button',
+ {
+ on: { click: this.resign },
+ attrs: { "aria-label": 'Resign' },
+ 'class': {
+ "tooltip":true,
+ "bottom": true,
+ },
},
- },
- [h('i', { 'class': { "material-icons": true } }, "flag")])
- );
+ [h('i', { 'class': { "material-icons": true } }, "flag")])
+ );
+ }
elementArray.push(gameDiv);
// if (!!vr.reserve)
// {
attrs: { id: "pgn-game" },
on: { click: this.download },
domProps: {
- innerHTML: this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode)
+ innerHTML: this.pgnTxt
}
}
)
};
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
- console.log("Receive message: " + data.code);
switch (data.code)
{
case "newgame": //opponent found
this.score = score;
let modalBox = document.getElementById("modal-eog");
modalBox.checked = true;
+ // Variants may have special PGN structure (so next function isn't defined here)
+ this.pgnTxt = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode);
setTimeout(() => { modalBox.checked = false; }, 2000);
if (this.mode == "human")
this.clearStorage();
return;
}
this.vr = new VariantRules(fen, moves || []);
+ this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
this.incheck = []; //in case of
this.fenStart = continuation
this.seek = false;
if (!!moves && moves.length > 0) //imply continuation
{
- const oppCol = this.vr.turn;
const lastMove = moves[moves.length-1];
this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove, oppCol);
+ this.incheck = this.vr.getCheckSquares(lastMove);
this.vr.play(lastMove, "ingame");
}
delete localStorage["newgame"];
}
else //against computer
{
- this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
+ this.mycolor = "w";//Math.random() < 0.5 ? 'w' : 'b';
if (this.mycolor == 'b')
setTimeout(this.playComputerMove, 500);
}
},
playComputerMove: function() {
- const compColor = this.mycolor=='w' ? 'b' : 'w';
- const compMove = this.vr.getComputerMove(compColor);
+ const compMove = this.vr.getComputerMove();
// HACK: avoid selecting elements before they appear on page:
setTimeout(() => this.play(compMove, "animate"), 500);
},
this.selectedPiece.style.display = "inline-block";
this.selectedPiece.style.zIndex = 3000;
let startSquare = this.getSquareFromId(e.target.parentNode.id);
- this.possibleMoves = this.vr.canIplay(this.mycolor,startSquare)
+ this.possibleMoves = this.mode!="idle" && this.vr.canIplay(this.mycolor,startSquare)
? this.vr.getPossibleMovesFrom(startSquare)
: [];
e.target.parentNode.appendChild(this.selectedPiece);
this.animateMove(move);
return;
}
- const oppCol = this.vr.getOppCol(this.vr.turn);
- this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check?
+ this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
this.vr.play(move, "ingame");
if (this.mode == "human")
this.updateStorage(); //after our moves and opponent moves
- const eog = this.vr.checkGameOver(this.vr.turn);
+ const eog = this.vr.checkGameOver();
if (eog != "*")
this.endGame(eog);
else if (this.mode == "computer" && this.vr.turn != this.mycolor)