randomness: this.options["randomness"],
between: [{p1: 'k', p2: 'r'}],
diffCol: ['b'],
- flags: ['r', 'k']
+ flags: ['r']
}
);
return {
// Get SVG board (background, no pieces)
getSvgChessboard() {
- const flipped = this.flippedBoard;
let board = `
<svg
viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
class="chessboard_SVG">`;
+ board += this.getBaseSvgChessboard();
+ board += "</svg>";
+ return board;
+ }
+
+ getBaseSvgChessboard() {
+ let board = "";
+ const flipped = this.flippedBoard;
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
if (!this.onBoard(i, j))
/>`;
}
}
- board += "</svg>";
return board;
}
else
this[arrName] = ArrayFun.init(this.size.x, this.size.y, null);
if (arrName == "d_pieces")
- this.marks.forEach(([i, j]) => addPiece(i, j, arrName, "mark"));
+ this.marks.forEach((m) => {
+ const formattedSquare =
+ (this.size.x - parseInt(m.substring(1), 10)).toString(36) +
+ (m.charCodeAt(0) - 97).toString(36);
+ const mCoords = V.SquareToCoords(formattedSquare);
+ addPiece(mCoords.x, mCoords.y, arrName, "mark");
+ });
};
if (this.marks)
conditionalReset("d_pieces");
getPotentialMovesOf(piece, [x, y]) {
const color = this.getColor(x, y);
const stepSpec = this.getStepSpec(color, x, y, piece);
-
- // TODO: pawns, coregal
-console.log(stepSpec);
-
let squares = [];
if (stepSpec.attack) {
squares = this.findDestSquares(
}
// Update castling flags if start or arrive from/at rook/king locations
move.appear.concat(move.vanish).forEach(psq => {
- if ((!!king && psq.p == king) || this.isKing(0, 0, psq.p))
+ if ((king && psq.p == king) || (!king && this.isKing(0, 0, psq.p)))
castleFlags[psq.c] = [this.size.y, this.size.y];
// NOTE: not "else if" because king can capture enemy rook...
let c = "";
if (this.options["teleport"]) {
if (
this.subTurnTeleport == 1 &&
- move.vanish.length > move.appear.length &&
+ move.vanish.length == 2 &&
+ move.appear.length == 1 &&
move.vanish[1].c == this.turn
) {
- const v = move.vanish[move.vanish.length - 1];
+ const v = move.vanish[1];
this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
this.subTurnTeleport = 2;
return;