"vr",
"lastMove",
"analyze",
+ "score",
"incheck",
"orientation",
"userColor",
incheckSq[sq[0]][sq[1]] = true;
});
- // Create board element (+ reserves if needed by variant or mode)
const lm = this.lastMove;
- const showLight = this.settings.highlight && this.vname != "Dark";
+ const showLight = this.settings.highlight && V.ShowMoves == "all";
+ const orientation = !V.CanFlip ? "w" : this.orientation;
+ // Ensure that squares colors do not change when board is flipped
+ const lightSquareMod = (sizeX + sizeY) % 2;
+ const showPiece = (x, y) => {
+ return (
+ this.vr.board[x][y] != V.EMPTY &&
+ (!this.vr.enlightened || this.analyze || this.score != "*" ||
+ (!!this.userColor && this.vr.enlightened[this.userColor][x][y]))
+ );
+ };
+ const inHighlight = (x, y) => {
+ return showLight && !!lm && (
+ (lm.end.x == x && lm.end.y == y) ||
+ (lm.start.x == x && lm.start.y == y));
+ };
+ const inShadow = (x, y) => {
+ return (
+ !this.analyze &&
+ this.score == "*" &&
+ this.vr.enlightened &&
+ (!this.userColor || !this.vr.enlightened[this.userColor][x][y])
+ );
+ };
+ // Create board element (+ reserves if needed by variant)
const gameDiv = h(
"div",
{
}
},
[...Array(sizeX).keys()].map(i => {
- let ci = this.orientation == "w" ? i : sizeX - i - 1;
+ const ci = orientation == "w" ? i : sizeX - i - 1;
return h(
"div",
{
style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
},
[...Array(sizeY).keys()].map(j => {
- let cj = this.orientation == "w" ? j : sizeY - j - 1;
+ const cj = orientation == "w" ? j : sizeY - j - 1;
let elems = [];
- if (
- this.vr.board[ci][cj] != V.EMPTY &&
- (this.vname != "Dark" ||
- this.analyze ||
- (!!this.userColor &&
- this.vr.enlightened[this.userColor][ci][cj]))
- ) {
+ if (showPiece(ci, cj)) {
elems.push(
h("img", {
class: {
attrs: {
src:
"/images/pieces/" +
- V.getPpath(this.vr.board[ci][cj]) +
+ this.vr.getPpath(this.vr.board[ci][cj], this.userColor, this.score) +
".svg"
}
})
})
);
}
+ const lightSquare = (ci + cj) % 2 == lightSquareMod;
return h(
"div",
{
class: {
board: true,
["board" + sizeY]: true,
- "light-square": (i + j) % 2 == 0,
- "dark-square": (i + j) % 2 == 1,
+ "light-square": lightSquare,
+ "dark-square": !lightSquare,
[this.settings.bcolor]: true,
- "in-shadow":
- this.vname == "Dark" &&
- !this.analyze &&
- (!this.userColor ||
- !this.vr.enlightened[this.userColor][ci][cj]),
- highlight:
- showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
- incheck: showLight && incheckSq[ci][cj]
+ "in-shadow": inShadow(ci, cj),
+ "highlight-light": inHighlight(ci, cj) && lightSquare,
+ "highlight-dark": inHighlight(ci, cj) && !lightSquare,
+ "incheck-light": showLight && lightSquare && incheckSq[ci][cj],
+ "incheck-dark": showLight && !lightSquare && incheckSq[ci][cj]
},
attrs: {
id: getSquareId({ x: ci, y: cj })
attrs: {
src:
"/images/pieces/" +
- this.vr.getReservePpath(playingColor, i) +
+ this.vr.getReservePpath(i, playingColor) +
".svg"
}
}),
attrs: {
src:
"/images/pieces/" +
- this.vr.getReservePpath(oppCol, i) +
+ this.vr.getReservePpath(i, oppCol) +
".svg"
}
}),
attrs: {
src:
"/images/pieces/" +
- V.getPpath(m.appear[0].c + m.appear[0].p) +
+ this.vr.getPpath(m.appear[0].c + m.appear[0].p) +
".svg"
},
class: { "choice-piece": true },
// Next condition: classList.contains(piece) fails because of marks
while (landing.tagName == "IMG") landing = landing.parentNode;
if (this.start.id == landing.id)
- //one or multi clicks on same piece
+ // One or multi clicks on same piece
return;
// OK: process move attempt, landing is a square node
let endSquare = getSquareFromId(landing.id);
opacity: 0.4
top: 0
-.highlight
- background-color: #00cc66 !important
+.highlight-light
+ background-color: rgba(0, 204, 102, 0.7) !important
+.highlight-dark
+ background-color: rgba(0, 204, 102, 0.9) !important
-.incheck
- background-color: #cc3300 !important
+.incheck-light
+ background-color: rgba(204, 51, 0, 0.7) !important
+.incheck-dark
+ background-color: rgba(204, 51, 0, 0.9) !important
.light-square.lichess
background-color: #f0d9b5;