moves = this.getDropMovesFrom([x, y]);
else if (this.egg == "kingboo") {
const color = this.turn;
- const oppCol = C.GetOppCol(color);
+ const oppCol = C.GetOppTurn(color);
// Only allow to swap (non-immobilized!) pieces
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
getPawnMovesFrom([x, y]) {
const color = this.turn;
- const oppCol = C.GetOppCol(color);
+ const oppCol = C.GetOppTurn(color);
const shiftX = (color == 'w' ? -1 : 1);
const firstRank = (color == "w" ? this.size.x - 1 : 0);
let moves = [];
play(move) {
const color = this.turn;
- const oppCol = C.GetOppCol(color);
+ const oppCol = C.GetOppTurn(color);
this.egg = move.egg;
if (move.egg == "toadette") {
this.reserve = { w: {}, b: {} };
)
) {
// "Forgotten" promotion, which occurred after some effect
- let moves = super.pawnPostProcess([move], color, C.GetOppCol(color));
+ let moves = super.pawnPostProcess([move], color, C.GetOppTurn(color));
super.showChoices(moves, r);
}
else
case "luigi":
case "waluigi":
// Change color of friendly or enemy piece, king excepted
- const oldColor = (move.egg == "waluigi" ? color : C.GetOppCol(color));
- const newColor = C.GetOppCol(oldColor);
+ const oldColor = (move.egg == "waluigi" ? color : C.GetOppTurn(color));
+ const newColor = C.GetOppTurn(oldColor);
const coords = getRandomPiece(oldColor);
if (coords) {
const piece = this.getPiece(coords[0], coords[1]);