Styles must be improved (full width for smartphones, selectable text for PGN...)
Tooltip text should fade (even when mouse stay on it, especially for small screens)
-Checkered stage 2: switch button at reserve position.
+Checkered stage 2: switch button at reserve position (or on top).
If a played disconnect right after opponent sent a move, it might be never received: secure this
-Think about non-conventional variants with 2 kings for example: undercheck highlight?
- --> underCheck should return a vector in this case. Adapt.
- --> incheck should be an array of squares, in general. Think AntiKing
+Mode expert: game.js, button on top (with online indicator)
+Turn indicator on top too (black or white)
return false;
}
+ // Is color c under check after move ?
underCheck(move, c)
{
this.play(move);
return res;
}
+ // On which squares is color c under check (after move) ?
+ getCheckSquares(move, c)
+ {
+ this.play(move);
+ let res = this.isAttacked(this.kingPos[c], this.getOppCol(c))
+ ? [ JSON.parse(JSON.stringify(this.kingPos[c])) ] //need to duplicate!
+ : [ ];
+ this.undo(move);
+ return res;
+ }
+
// Apply a move on board
static PlayOnBoard(board, move)
{
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}),
{
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)
{
// TODO: when relaying to opponent, check readyState, potential setTimeout()? + send opponent (re)disconnect
// (resign, newgame, newmove). See https://github.com/websockets/ws/blob/master/lib/websocket.js around line 313
+ // TODO: awaiting newmove, resign, newgame :: in memory structure
wss.on("connection", (socket, req) => {
//const params = new URL("http://localhost" + req.url).searchParams;