{
initVariables(fen)
{
- // No castling, hence no flags; but flags defined for compatibility
- this.flags = "-";
const epSq = this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined;
this.epSquares = [ epSq ];
}
- setFlags(fen) { }
+ setFlags(fen)
+ {
+ // No castling, hence no flags; but flags defined for compatibility
+ this.castleFlags = { "w":[false,false], "b":[false,false] };
+ }
getPotentialPawnMoves([x,y])
{
unupdateVariables(move) { }
parseFlags(flags) { }
+ getFlagsFen()
+ {
+ return "";
+ }
+
checkGameEnd()
{
// No valid move: you win!