this.seek = false;
if (!!moves && moves.length > 0) //imply continuation
{
- const oppCol = this.vr.turn;
const lastMove = moves[moves.length-1];
this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove, oppCol);
+ this.incheck = this.vr.getCheckSquares(lastMove);
this.vr.play(lastMove, "ingame");
}
delete localStorage["newgame"];
}
},
playComputerMove: function() {
- const compColor = this.mycolor=='w' ? 'b' : 'w';
- const compMove = this.vr.getComputerMove(compColor);
+ const compMove = this.vr.getComputerMove();
// HACK: avoid selecting elements before they appear on page:
setTimeout(() => this.play(compMove, "animate"), 500);
},
this.animateMove(move);
return;
}
- const oppCol = this.vr.getOppCol(this.vr.turn);
- this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check?
+ this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
this.vr.play(move, "ingame");
if (this.mode == "human")
this.updateStorage(); //after our moves and opponent moves
- const eog = this.vr.checkGameOver(this.vr.turn);
+ const eog = this.vr.checkGameOver();
if (eog != "*")
this.endGame(eog);
else if (this.mode == "computer" && this.vr.turn != this.mycolor)