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main.js
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789 lines (676 loc) · 22.9 KB
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//Create your free key at peerJS.com -- don't obuse mine!
PEERJS_API_KEY = '8l3d9im0wleuerk9'
//Присваиваем каждой фигуре свой код
var WHITE_KING = 100,
WHITE_QUEEN = 90,
WHITE_ROOK = 50,
WHITE_BISHOP = 31,
WHITE_KNIGHT = 30,
WHITE_PAWN = 10;
var BLACK_KING = -WHITE_KING,
BLACK_QUEEN = -WHITE_QUEEN,
BLACK_ROOK = -WHITE_ROOK,
BLACK_BISHOP = -WHITE_BISHOP,
BLACK_KNIGHT = -WHITE_KNIGHT,
BLACK_PAWN = -WHITE_PAWN;
//Расставляем фигурки
var board = [
[BLACK_ROOK, BLACK_KNIGHT, BLACK_BISHOP, BLACK_QUEEN, BLACK_KING, BLACK_BISHOP, BLACK_KNIGHT, BLACK_ROOK],
[BLACK_PAWN, BLACK_PAWN, BLACK_PAWN, BLACK_PAWN, BLACK_PAWN, BLACK_PAWN, BLACK_PAWN, BLACK_PAWN],
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0],
[WHITE_PAWN, WHITE_PAWN, WHITE_PAWN, WHITE_PAWN, WHITE_PAWN, WHITE_PAWN, WHITE_PAWN, WHITE_PAWN],
[WHITE_ROOK, WHITE_KNIGHT, WHITE_BISHOP, WHITE_QUEEN, WHITE_KING, WHITE_BISHOP, WHITE_KNIGHT, WHITE_ROOK]
];
//Возвращаем названия фигур CSS
function getPieceName(pieceValue){
switch (pieceValue) {
case WHITE_KING:
return 'WHITE_KING';
break;
case WHITE_QUEEN:
return 'WHITE_QUEEN';
break;
case WHITE_ROOK:
return 'WHITE_ROOK';
break;
case WHITE_BISHOP:
return 'WHITE_BISHOP';
break;
case WHITE_KNIGHT:
return 'WHITE_KNIGHT';
break;
case WHITE_PAWN:
return 'WHITE_PAWN';
break;
case BLACK_KING:
return 'BLACK_KING';
break;
case BLACK_QUEEN:
return 'BLACK_QUEEN';
break;
case BLACK_ROOK:
return 'BLACK_ROOK';
break;
case BLACK_BISHOP:
return 'BLACK_BISHOP';
break;
case BLACK_KNIGHT:
return 'BLACK_KNIGHT';
break;
case BLACK_PAWN:
return 'BLACK_PAWN';
break;
default:
return 'EMPTY';
break;
}
}
function showDisconnected() { //в случае ошибки или отключения одного из пиров - показать сообщение
$("#startDialog").show()
$("#startDialog .inner > div").hide()
$("#connectionLostSign").show()
}
var isServer = false //if you create a room -- you are the "server"
var myTurn = false //if server, this will be set to true
var dataChannel //to send data between clients
function doTurn(data) { //оповещает противника о ходе
myTurn = false
console.log("sending turn to the opponent")
dataChannel.send(JSON.stringify(data))
}
function fetchTurn(data) { //получает ход противника
myTurn = true
var data = JSON.parse(data)
var oldX = 7-data.oldX,
oldY = data.oldY,
newX = 7-data.newX,
newY = data.newY;
var piece = getCell(oldX, oldY)
if(isCellEmpty(newX, newY)) {
movePieceTo(piece, newX, newY, false)
} else { //oops, we just got eaten!
eatVictim(piece, newX, newY, false)
}
}
function createPeer() {
var peer = new Peer({key: PEERJS_API_KEY}); //create new peer
peer.on('disconnected', function() {
console.log("oops, you've been disconnected! We shut down at this point.")
peer.destroy()
});
peer.on('close', function() {
console.log("you are now disconnected!")
showDisconnected()
});
peer.on('error', function(err) {
console.log("oops, an error occured with peer: "+err);
console.log("we have to shut down now.");
peer.destroy()
//showDisconnected()
});
return peer
}
function connectToPeer(peerId, onDataConnectionOpened) {
console.log("connecting to peer: "+peerId)
var peer = createPeer()
var dataConnection = peer.connect(peerId) //connecting to remote peer
dataConnection.on('data', function(data) { //Emitted when data is received from the remote peer.
console.log("got this data: "+data)
fetchTurn(data)
});
dataConnection.on('open', function() { // Emitted when the connection is established and ready-to-use.
console.log("YoHoHo! data channel is ready to use!")
dataChannel = dataConnection //global reference
if (typeof onDataConnectionOpened == "function") {
onDataConnectionOpened(dataConnection)
}
});
dataConnection.on('close', function() { //Emitted when either you or the remote peer closes the data connection. NB: Firefox does not yet support this event.
console.log("oops! data channel has been closed! we gonna shut down now...")
peer.destroy()
});
dataConnection.on('error', function(err) {
console.log("oops, an error occured with dataConnection: "+err);
console.log("we have to shut down now.");
peer.destroy()
});
}
function createRoom(onRoomCreated, onDataConnectionOpened) { //создаем peer
//onRoomCreated вызывается когда сервер выдаст id клиенту
//onDataConnectionOpened вызывается когда к клиенту подключится пир
isServer = true;
myTurn = true;
var peer = createPeer(onDataConnectionOpened) //create new peer
console.log("connecting....")
peer.on('connection', function(dataConnection) { //когда кто-то к нам подключился
console.log("peer is connected, dataConnection recieved, ready to start!");
dataConnection.on('data', function(data) { //Emitted when data is received from the remote peer.
console.log("got this data: "+data)
fetchTurn(data)
});
dataConnection.on('open', function() { // Emitted when the connection is established and ready-to-use.
console.log("YoHoHo! data channel is ready to use!")
dataChannel = dataConnection //global reference
if (typeof onDataConnectionOpened == "function") {
onDataConnectionOpened(dataConnection)
}
});
dataConnection.on('close', function() { //Emitted when either you or the remote peer closes the data connection. NB: Firefox does not yet support this event.
console.log("oops! data channel has been closed! we gonna shut down now...")
peer.destroy()
});
dataConnection.on('error', function(err) {
console.log("oops, an error occured with dataConnection: "+err);
console.log("we have to shut down now.");
peer.destroy()
});
});
peer.on('open', function(id) { //the peer gets assigned a random id
console.log('My peer ID is: ' + id);
if (typeof onRoomCreated == "function") {
onRoomCreated(id)
}
});
}
$(function() {
$("#join").click(function() {
var peerId = $("#peerid").val().trim();
if (peerId == "") alert("room id is empty!")
else {
$("#welcomeSign").hide()
$("#joiningRoomSign").show()
connectToPeer(peerId, function() { //onDataConnectionOpened
console.log("connection opened!")
$("#startDialog").hide()
drawBoard(board)
})
}
})
$("#create").click(function() {
$("#welcomeSign").hide()
$("#creatingRoomSign").show()
createRoom(function(id) { //onRoomCreated
$("#creatingRoomSign").hide()
$("#roomCreatedSign").show().find("#newRoomId").append(id)
},
function() { //onDataConnectionOpened
console.log("connection opened!")
$("#startDialog").hide()
drawBoard(board)
})
})
//CHESS STUFF
var selectedPiece = null
$("#board").on("click", ".row .column > div", function(e) { //клик на ячейке
if (myTurn) {
if ($(this).hasClass("FREE")) { //если она подсвечена (кликнули на фигуре до этого)
var rowColumn = getPieceCords(this)
movePieceTo(selectedPiece, rowColumn[0], rowColumn[1]) //то двигаем ту фигуру в эту ячейу и стираем подсветку
cleanUp()
}
else {
var column = $(this).parent() //если кликнули на жертве
if ($(column).hasClass("RED")) {//класс RED добавлен к родителю чтобы он не загораживал саму фигуру
var victimIJ = getPieceCords(this)
eatVictim(selectedPiece, victimIJ[0], victimIJ[1])
cleanUp()
}
else if (! $(this).hasClass("EMPTY")) { //если кликнули НЕ по пустой ячейке
cleanUp() //стереть подсветку (она присутствует в случе, если до этого кликнули по фигурке)
if(selectedPiece == this) { //если нажали на пешку, на которую нажимали в прошлый раз
selectedPiece = null
}
else { //если нажали на новую фигурку -- подсветить возможные ходы
selectedPiece = this
var rowColumn = getPieceCords(this), //получить координаты этой фигуры
row =rowColumn[0],
column = rowColumn[1];
if (showPathMap[board[row][column]]) { //если функция подсветки для данной фигурки уже есть (ПО ИДЕЕ ДОЛЖНЫ БЫТЬ ДЛЯ ВСЕХ)
showPathMap[board[row][column]](row, column) //подсветить ее путь
}
else { //иначе -- сказать, что нужно добавить ее!
console.log("Добавьте функцию подсветки для фигуры "+getPieceName(board[row][column]))
}
}
}
else { //иначе -- стереть подсветку в любом случае
cleanUp()
}
}
} else {
console.log("hold up homie, it's no your turn yet!")
}
})
})
function containsObject(obj, list) {
for (var i = 0; i < list.length; i++) {
if (list[i] === obj) {
return true;
}
}
return false;
}
function drawBoard(board) { //рисует доску, ставит фигурки
var str = '';
for( var i = 0 ; i < 8 ; i++ ){
str += '<div class="row">';
for( var j = 0 ; j < 8 ; j++ ){
str += '<div class="column ' +
( (i + j) % 2 === 0 ? 'light': 'dark') + '">' +
'<div class="' + getPieceName(board[i][j]) + '"></div>' +
'</div>';
}
str += '</div>';
}
$('#board').append(str);
}
function getColumn(i, j) {
var row = $(".row").get(i);
return $(row).find(".column").get(j);
}
function getCell(i, j) { //получить html клетки на основе ее координат в матрице
var cell = $(getColumn(i, j)).children();
return cell
}
function markFree(i, j) { //подсветить ячейку зеленым (свободная)
console.log("adding FREE to "+i+" "+j);
$(getCell(i, j)).addClass("FREE");
}
function eraseFree() { //убрать зеленую подсветку со всех клеток
var cells = $(".row .column").children();
$(cells).each(function(){
$(this).removeClass("FREE");
})
}
function getPieceCords(piece) { //получить координаты ячейки в матрице по ее html. Возвращает [строка, столбец]
var column = $(piece).parent();
var row = $(column).parent();
var columnIndex = $(row).children().index(column);
var rowIndex = $(".row").index(row);
return [rowIndex, columnIndex]
}
function inBounds(i, j) { //валидны ли координаты. находятся ли они на доске
return (i >= 0 && j>=0 && i<=7 && j<=7)
}
function isCellEmpty(i, j) { //пустая ли клетка
return board[i][j] == 0
}
function emptyCell(i, j) {
var cell = getCell(i, j),
cellClass = $(cell).attr("class");
$(cell).removeClass(cellClass).addClass("EMPTY"); //empty the old cell
board[i][j] = 0
}
function isEnemy(i, j) {
return containsObject(board[i][j], [BLACK_QUEEN, BLACK_BISHOP, BLACK_PAWN, BLACK_KNIGHT, BLACK_ROOK, BLACK_KING])
}
function eatVictim(winningPiece, victimI, victimJ, sendToPeer) {
emptyCell(victimI, victimJ) //remove the victim
//INCREASE SCORE COUNTER HERE
movePieceTo(winningPiece, victimI, victimJ, sendToPeer)
}
function markVictim(i, j) {
$(getColumn(i, j)).addClass("RED")
}
function eraseAllVictims() {
$("#board .RED").each(function() {
$(this).removeClass("RED")
})
}
function cleanUp() {
eraseFree()
eraseAllVictims()
}
function movePieceTo(piece, i, j, sendToPeer) { //передвинуть фигуру piece в координаты i, j
if (isCellEmpty(i, j) && inBounds(i, j)) {
var rowColumn = getPieceCords(piece),
row = rowColumn[0],
column = rowColumn[1],
cell = getCell(i, j),
pieceClass = $(piece).attr("class");
board[i][j] = board[row][column];
emptyCell(row, column) //remove the piece from the current cell
$(cell).removeClass("EMPTY").addClass(pieceClass); //place the piece to the new cell
if (sendToPeer != false) {
doTurn({oldX : row, oldY : column, newX : i, newY : j})
}
}
else {
console.log("Invalid piece coords!");
}
}
function showPathPawn(i, j) { //подсветить путь для пешки
if (i===6) {
var row = i-1,
column = j;
while (inBounds(row, column) && row >= i-2) { //подсветим путь вперед
if (isCellEmpty(row, column)) {
markFree(row, column);
row--;
}
else break;
}
} else {
if (inBounds(i-1, j)) {
if (isCellEmpty(i-1, j)) {markFree(i-1, j);}
}
if(inBounds(i-1, j-1) && isEnemy(i-1, j-1)) {
markVictim(i-1, j-1)
}
if(inBounds(i-1, j+1) && isEnemy(i-1, j+1)) {
markVictim(i-1, j+1)
}
}
}
function showPathRook(i, j) { //подсветить путь для ладьи
var row = i-1,
column = j;
while (inBounds(row, column) && row >= 0) { //подсветим путь вперед
if (isCellEmpty(row, column)) {
markFree(row, column);
row--;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break;
}
else break;
}
}
row = i + 1;
while (inBounds(row, column) && row <= 7) { //подсветим путь назад
if (isCellEmpty(row, column)) {
markFree(row, column);
row++;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break;
}
else break;
}
}
row = i;
column = j-1;
while (inBounds(row, column) && column >= 0) { //подсветим путь влево
if (isCellEmpty(row, column)) {
markFree(row, column);
column--;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break;
}
else break;
}
}
column = j+1;
while (inBounds(row, column) && column <= 7) { //подсветим путь вправо
if (isCellEmpty(row, column)) {
markFree(row, column);
column++;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break;
}
else break;
}
}
}
function showPathKnight (i, j) { //Подсветить ход коня
if (inBounds(i-2, j-1)) {
if (isCellEmpty(i-2, j-1)) {markFree(i-2, j-1);}
else if(isEnemy(i-2, j-1)) {markVictim(i-2, j-1);}
}
if (inBounds(i-1, j-2)) {
if (isCellEmpty(i-1, j-2)) {markFree(i-1, j-2);}
else if(isEnemy(i-1, j-2)) {markVictim(i-1, j-2);}
}
if (inBounds(i-2, j+1)) {
if (isCellEmpty(i-2, j+1)) {markFree(i-2, j+1);}
else if(isEnemy(i-2, j+1)) {markVictim(i-2, j+1);}
}
if (inBounds(i-1, j+2)) {
if (isCellEmpty(i-1, j+2)) {markFree(i-1, j+2);}
else if(isEnemy(i-1, j+2)) {markVictim(i-1, j+2);}
}
if (inBounds(i+2, j-1)) {
if (isCellEmpty(i+2, j-1)) {markFree(i+2, j-1);}
else if(isEnemy(i+2, j-1)) {markVictim(i+2, j-1);}
}
if (inBounds(i+1, j-2)) {
if (isCellEmpty(i+1, j-2)) {markFree(i+1, j-2);}
else if(isEnemy(i+1, j-2)) {markVictim(i+1, j-2);}
}
if (inBounds(i+2, j+1)) {
if (isCellEmpty(i+2, j+1)) {markFree(i+2, j+1);}
else if(isEnemy(i+2, j+1)) {markVictim(i+2, j+1);}
}
if (inBounds(i+1, j+2)) {
if (isCellEmpty(i+1, j+2)) {markFree(i+1, j+2);}
else if(isEnemy(i+1, j+2)) {markVictim(i+1, j+2);}
}
}
function showPathBishop(i, j) { // Подсветить ход слона
var row = i-1,
column = j-1;
while (inBounds(row, column) && row >= 0) { //подсветка влево и вверх
if (isCellEmpty(row, column)) {
markFree(row, column);
row--;
column--;
} else {
if(isEnemy(row, column)) {
markVictim(row, column);
break;
}
else break;
}
}
row = i-1;
column = j+1;
while (inBounds(row, column) && row >= 0) { //подсветка вправо и вверх
if (isCellEmpty(row, column)) {
markFree(row, column);
row--;
column++;
} else {
if(isEnemy(row, column)) {
markVictim(row, column);
break;
}
else break;
}
}
row = i+1;
column = j-1;
while (inBounds(row, column) && row <= 7) { //подсветка влево и вверх
if (isCellEmpty(row, column)) {
markFree(row, column);
row++;
column--;
} else {
if(isEnemy(row, column)) {
markVictim(row, column);
break;
}
else break;
}
}
row = i+1;
column =j+1;
while (inBounds(row, column) && row <= 7) { //подсветка влево и вверх
if (isCellEmpty(row, column)) {
markFree(row, column);
row++;
column++;
} else {
if(isEnemy(row, column)) {
markVictim(row, column);
break;
}
else break;
}
}
}
function showPathQueen (i, j) { //Подсветка королевы
var row = i-1,
column = j-1;
while (inBounds(row, column) && row >= 0) { //подсветка влево и вверх
if (isCellEmpty(row, column)) {
markFree(row, column);
row--;
column--;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break
}
else break;
}
}
row = i-1;
column = j+1;
while (inBounds(row, column) && row >= 0) { //подсветка вправо и вверх
if (isCellEmpty(row, column)) {
markFree(row, column);
row--;
column++;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break
}
else break;
}
}
row = i+1;
column = j-1;
while (inBounds(row, column) && row <= 7) { //подсветка влево и вверх
if (isCellEmpty(row, column)) {
markFree(row, column);
row++;
column--;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break
}
else break;
}
}
row = i+1;
column =j+1;
while (inBounds(row, column) && row <= 7) { //подсветка влево и вверх
if (isCellEmpty(row, column)) {
markFree(row, column);
row++;
column++;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break
}
else break;
}
}
row = i-1,
column = j;
while (inBounds(row, column) && row >= 0) { //подсветим путь вперед
if (isCellEmpty(row, column)) {
markFree(row, column);
row--;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break
}
else break;
}
}
row = i + 1;
while (inBounds(row, column) && row <= 7) { //подсветим путь назад
if (isCellEmpty(row, column)) {
markFree(row, column);
row++;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break
}
else break;
}
}
row = i;
column = j-1;
while (inBounds(row, column) && column >= 0) { //подсветим путь влево
if (isCellEmpty(row, column)) {
markFree(row, column);
column--;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break
}
else break;
}
}
column = j+1;
while (inBounds(row, column) && column <= 7) { //подсветим путь вправо
if (isCellEmpty(row, column)) {
markFree(row, column);
column++;
} else {
if (isEnemy(row, column)) {
markVictim(row, column)
break
}
else break;
}
}
}
function showPathKing (i, j){
if (inBounds(i-1, j)) {
if (isCellEmpty(i-1, j)) {markFree(i-1, j);}
else if(isEnemy(i-1, j)) {markVictim(i-1, j);}
}
if (inBounds(i+1, j)) {
if (isCellEmpty(i+1, j)) {markFree(i+1, j);}
else if(isEnemy(i+1, j)) {markVictim(i+1, j);}
}
if (inBounds(i, j+1)) {
if (isCellEmpty(i, j+1)) {markFree(i, j+1);}
else if(isEnemy(i, j+1)) {markVictim(i, j+1);}
}
if (inBounds(i, j-1)) {
if (isCellEmpty(i, j-1)) {markFree(i, j-1);}
else if(isEnemy(i, j-1)) {markVictim(i, j-1);}
}
if (inBounds(i-1, j-1)) {
if (isCellEmpty(i-1, j-1)) {markFree(i-1, j-1);}
else if(isEnemy(i-1, j-1)) {markVictim(i-1, j-1);}
}
if (inBounds(i+1, j+1)) {
if (isCellEmpty(i+1, j+1)) {markFree(i+1, j+1);}
else if(isEnemy(i+1, j+1)) {markVictim(i+1, j+1);}
}
if (inBounds(i+1, j+1)) {
if (isCellEmpty(i+1, j+1)) {markFree(i+1, j+1);}
else if(isEnemy(i+1, j+1)) {markVictim(i+1, j+1);}
}
if (inBounds(i+1, j+1)) {
if (isCellEmpty(i+1, j+1)) {markFree(i+1, j+1);}
else if(isEnemy(i+1, j+1)) {markVictim(i+1, j+1);}
}
}
var showPathMap = [];
showPathMap[WHITE_PAWN] = showPathPawn;
showPathMap[WHITE_ROOK] = showPathRook;
showPathMap[WHITE_KNIGHT] = showPathKnight;
showPathMap[WHITE_BISHOP] = showPathBishop;
showPathMap[WHITE_QUEEN] = showPathQueen;
showPathMap[WHITE_KING] = showPathKing;