+ const coords = V.SquareToCoords(squares[i]);
+ markArray[coords.x][coords.y] = true;
+ }
+ }
+ let shadowArray = [];
+ if (!!args.shadow && args.shadow != "-")
+ {
+ // Turn (human) shadow indications into coordinates
+ shadowArray = doubleArray(sizeX, sizeY, false);
+ let squares = args.shadow.split(",");
+ for (let i=0; i<squares.length; i++)
+ {
+ const rownum = V.size.x - parseInt(squares[i]);
+ if (!isNaN(rownum))
+ {
+ // Shadow a full row
+ for (let i=0; i<V.size.y; i++)
+ shadowArray[rownum][i] = true;
+ continue;
+ }
+ if (squares[i].length == 1)
+ {
+ // Shadow a full column
+ const colnum = V.ColumnToCoord(squares[i]);
+ for (let i=0; i<V.size.x; i++)
+ shadowArray[i][colnum] = true;
+ continue;
+ }
+ if (squares[i].indexOf("-") >= 0)
+ {
+ // Shadow a range of squares, horizontally or vertically
+ const firstLastSq = squares[i].split("-");
+ const range =
+ [
+ V.SquareToCoords(firstLastSq[0]),
+ V.SquareToCoords(firstLastSq[1])
+ ];
+ const step =
+ [
+ range[1].x == range[0].x
+ ? 0
+ : (range[1].x - range[0].x) / Math.abs(range[1].x - range[0].x),
+ range[1].y == range[0].y
+ ? 0
+ : (range[1].y - range[0].y) / Math.abs(range[1].y - range[0].y)
+ ];
+ // Convention: range always from smaller to larger number
+ for (let x=range[0].x, y=range[0].y; x <= range[1].x && y <= range[1].y;
+ x += step[0], y += step[1])
+ {
+ shadowArray[x][y] = true;
+ }
+ continue;
+ }
+ // Shadow just one square:
+ const coords = V.SquareToCoords(squares[i]);
+ shadowArray[coords.x][coords.y] = true;