fen = mv[mv.length-1].fen;
}
this.vr = new V(fen);
+ this.incheck = this.vr.getCheckSquares();
document.getElementById("analyzeBtn").classList.remove("active");
}
},
return;
}
if (!!received) {
+
+ if (this.mode == "analyze") { console.log("received move");
+ console.log(move); }
+
if (this.mode == "analyze") this.toggleAnalyze();
if (this.cursor < this.moves.length - 1)
// To play a received move, cursor must be at the end of the game:
if (animate && smove.start.x >= 0) {
self.animateMove(smove, () => {
playSubmove(smove);
+
+console.log(moveIdx + " " + move.length);
+
if (moveIdx < move.length)
setTimeout(executeMove, 500);
else afterMove(smove, initurn);
};
const afterMove = (smove, initurn) => {
if (this.vr.turn != initurn) {
+
+console.log(smove);
+
// Turn has changed: move is complete
if (!smove.fen)
// NOTE: only FEN of last sub-move is required (=> setting it here)