oppConnected: false,
seek: false,
fenStart: "",
- incheck: false,
+ incheck: [],
};
},
render(h) {
// Precompute hints squares to facilitate rendering
let hintSquares = doubleArray(sizeX, sizeY, false);
this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
+ // Also precompute in-check squares
+ let incheckSq = doubleArray(sizeX, sizeY, false);
+ this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
let elementArray = [];
let square00 = document.getElementById("sq-0-0");
let squareWidth = !!square00
}
const lm = this.vr.lastMove;
const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj});
- const incheck = this.incheck
- && _.isEqual(this.vr.kingPos[this.vr.turn], [ci,cj]);
return h(
'div',
{
'light-square': !highlight && (i+j)%2==0,
'dark-square': !highlight && (i+j)%2==1,
'highlight': highlight,
- 'incheck': incheck,
+ 'incheck': incheckSq[ci][cj],
},
attrs: {
id: this.getSquareId({x:ci,y:cj}),
}
this.vr = new VariantRules(fen, moves || []);
this.mode = mode;
+ this.incheck = []; //in case of
this.fenStart = continuation
? localStorage.getItem("fenStart")
: fen.split(" ")[0]; //Only the position matters
{
const oppCol = this.vr.turn;
const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.underCheck(lastMove, oppCol);
+ this.vr.undo(lastMove, "ingame");
+ this.incheck = this.vr.getCheckSquares(lastMove, oppCol);
this.vr.play(lastMove, "ingame");
}
delete localStorage["newgame"];
return;
}
const oppCol = this.vr.getOppCol(this.vr.turn);
- this.incheck = this.vr.underCheck(move, oppCol); //is opponent in check?
+ this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
{