oppConnected: false,
seek: false,
fenStart: "",
- incheck: false,
+ incheck: [],
};
},
render(h) {
// Precompute hints squares to facilitate rendering
let hintSquares = doubleArray(sizeX, sizeY, false);
this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
+ // Also precompute in-check squares
+ let incheckSq = doubleArray(sizeX, sizeY, false);
+ this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
let elementArray = [];
let square00 = document.getElementById("sq-0-0");
let squareWidth = !!square00
}
const lm = this.vr.lastMove;
const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj});
- const incheck = this.incheck
- && _.isEqual(this.vr.kingPos[this.vr.turn], [ci,cj]);
return h(
'div',
{
'light-square': !highlight && (i+j)%2==0,
'dark-square': !highlight && (i+j)%2==1,
'highlight': highlight,
- 'incheck': incheck,
+ 'incheck': incheckSq[ci][cj],
},
attrs: {
id: this.getSquareId({x:ci,y:cj}),
{
// New game request has been cancelled on disconnect
this.seek = true;
- this.newGame("human");
+ this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
}
};
const socketMessageListener = msg => {
this.score = "*";
if (mode=="human" && !oppId)
{
+ const storageVariant = localStorage.getItem("variant");
+ if (!!storageVariant && storageVariant !== variant)
+ {
+ // TODO: find a better way to ensure this. Newgame system is currently a mess.
+ alert("Finish your " + storageVariant + " game first!");
+ return;
+ }
// Send game request and wait..
this.clearStorage(); //in case of
try {
} catch (INVALID_STATE_ERR) {
return; //nothing achieved
}
- let modalBox = document.getElementById("modal-control2");
- modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
+ if (continuation == "reconnect") //TODO: bad HACK...
+ {
+ let modalBox = document.getElementById("modal-control2");
+ modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 2000);
+ }
return;
}
this.vr = new VariantRules(fen, moves || []);
this.mode = mode;
+ this.incheck = []; //in case of
this.fenStart = continuation
? localStorage.getItem("fenStart")
: fen.split(" ")[0]; //Only the position matters
{
const oppCol = this.vr.turn;
const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.underCheck(lastMove, oppCol);
+ this.vr.undo(lastMove, "ingame");
+ this.incheck = this.vr.getCheckSquares(lastMove, oppCol);
this.vr.play(lastMove, "ingame");
}
delete localStorage["newgame"];
return;
}
const oppCol = this.vr.getOppCol(this.vr.turn);
- this.incheck = this.vr.underCheck(move, oppCol); //is opponent in check?
+ this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
{