);
// Create board element (+ reserves if needed by variant or mode)
const lm = this.vr.lastMove;
- const showLight = this.hints &&
+ const showLight = this.hints && variant!="Dark" &&
(!["idle","chat"].includes(this.mode) || this.cursor==this.vr.moves.length);
const gameDiv = h('div',
{
let cj = (this.mycolor=='w' ? j : sizeY-j-1);
let elems = [];
if (this.vr.board[ci][cj] != VariantRules.EMPTY && (variant!="Dark"
- || this.score!="*" || this.vr.isEnlightened(ci,cj,this.mycolor)))
+ || this.score!="*" || this.vr.enlightened[this.mycolor][ci][cj]))
{
elems.push(
h(
'dark-square': (i+j)%2==1,
[this.color]: true,
'in-shadow': variant=="Dark" && this.score=="*"
- && !this.vr.isEnlightened(ci,cj,this.mycolor),
+ && !this.vr.enlightened[this.mycolor][ci][cj],
'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
'incheck': showLight && incheckSq[ci][cj],
},
this.newGame("human", data.fen, data.color, data.oppid);
break;
case "newmove": //..he played!
- this.play(data.move, "animate");
+ this.play(data.move, (variant!="Dark" ? "animate" : null));
break;
case "pong": //received if we sent a ping (game still alive on our side)
if (this.gameId != data.gameId)