constructor(o) {
this.appear = o.appear;
this.vanish = o.vanish;
- this.start = o.start ? o.start : { x: o.vanish[0].x, y: o.vanish[0].y };
- this.end = o.end ? o.end : { x: o.appear[0].x, y: o.appear[0].y };
+ this.start = o.start || { x: o.vanish[0].x, y: o.vanish[0].y };
+ this.end = o.end || { x: o.appear[0].x, y: o.appear[0].y };
}
};
return false;
}
+ // At some stages, some games could wait clicks only:
+ onlyClick() {
+ return false;
+ }
+
// Some variants use click infos:
doClick() {
return null;
case V.QUEEN: return this.getPotentialQueenMoves(sq);
case V.KING: return this.getPotentialKingMoves(sq);
}
- return []; //never reached
+ return []; //never reached (but some variants may use it: Bario...)
}
// Build a regular move from its initial and destination squares.