setFlags(fen)
{
// No castling, hence no flags; but flags defined for compatibility
- this.castleFlags = "0000";
+ this.castleFlags = { "w":[false,false], "b":[false,false] };
}
getPotentialPawnMoves([x,y])
const lastRank = (color == "w" ? 0 : sizeX-1);
if (x+shift == lastRank)
{
- let p = V.KING;
// Normal move
if (this.board[x+shift][y] == V.EMPTY)
- moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:p}));
+ moves.push(this.getBasicMove([x,y], [x+shift,y], {c:color,p:V.KING}));
// Captures
- if (y>0 && this.canTake([x,y], [x+shift,y-1]) && this.board[x+shift][y-1] != V.EMPTY)
- moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:p}));
- if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1]) && this.board[x+shift][y+1] != V.EMPTY)
- moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:p}));
+ if (y>0 && this.canTake([x,y], [x+shift,y-1])
+ && this.board[x+shift][y-1] != V.EMPTY)
+ {
+ moves.push(this.getBasicMove([x,y], [x+shift,y-1], {c:color,p:V.KING}));
+ }
+ if (y<sizeY-1 && this.canTake([x,y], [x+shift,y+1])
+ && this.board[x+shift][y+1] != V.EMPTY)
+ {
+ moves.push(this.getBasicMove([x,y], [x+shift,y+1], {c:color,p:V.KING}));
+ }
}
return moves;
unupdateVariables(move) { }
parseFlags(flags) { }
+ getFlagsFen()
+ {
+ return "-";
+ }
+
checkGameEnd()
{
// No valid move: you win!