}
var update = function() {
+ var text = "";
+ for (var i = 0; i < history.length; ++i) {
+ if (i % 2 == 0) {
+ text += (i/2 + 1) + ". ";
+ }
+ if (i + 1 == move_override) {
+ text += '<strong>' + history[i] + '</strong>';
+ } else {
+ text += '<a href="javascript:set_move(' + (i + 1) + ')">' + history[i] + '</a>';
+ }
+ text += " ";
+ }
+ $('#gamehistory').html(text);
+
var game = get_game();
board.position(game.fen());
+
+ var all_moves = game.history({ verbose: true });
+ if (all_moves.length > 0) {
+ var last_move = all_moves.pop();
+ var highlight_from = last_move.from;
+ var highlight_to = last_move.to;
+ $("#board").find('.square-55d63').removeClass('nonuglyhighlight');
+ $("#board").find('.square-' + highlight_from).addClass('nonuglyhighlight');
+ $("#board").find('.square-' + highlight_to).addClass('nonuglyhighlight');
+ }
+
fetch_analysis();
}
tr.appendChild(td);
$(td).addClass("move");
if (line[j] !== undefined) {
- if (history.length % 2 == 0) {
- $(td).text(((history.length / 2) + 1) + ". ");
+ if (move_override % 2 == 0) {
+ $(td).text(((move_override / 2) + 1) + ". ");
} else {
- $(td).text(((history.length / 2) + 0.5) + ". …");
+ $(td).text(((move_override / 2) + 0.5) + "…");
}
}
}
var make_move = function(move) {
- history.length = move_override;
- history.push(move);
- move_override = history.length;
+ if (move_override < history.length && history[move_override] == move) {
+ // User effectively only moved forward in history.
+ ++move_override;
+ } else {
+ history.length = move_override;
+ history.push(move);
+ move_override = history.length;
+ }
update();
}
window['make_move'] = make_move;
}
window['next_move'] = next_move;
+var set_move = function(n) {
+ move_override = n;
+ update();
+}
+window['set_move'] = set_move;
+
// almost all of this stuff comes from the chessboard.js example page
var onDragStart = function(source, piece, position, orientation) {
var game = get_game();
// illegal move
if (move === null) return 'snapback';
- history = game.history({ verbose: true });
+ var new_history = game.history({ verbose: true });
+ history = [];
+ for (var i = 0; i < new_history.length; ++i) {
+ history.push(new_history[i].san);
+ }
move_override = history.length;
+ update();
};
// update the board position after the piece snap