User prompt
Where is the red hight light add it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When you check or checkmate any player(ai or player) there is a red highlight to checked* king ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make captured pieces bigger and the text bigger and a bit up ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add an sound asset for checkmate
User prompt
If the check mate text plays the check text wont play ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
If there is a check mate there comes a text says Check Mate! And game ends 1 sec after the text ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the game_music asset loop and play all the game
User prompt
Less the capture effect %50 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move the check text a bit up and add a sound asset for check (when there is a check it should play)
User prompt
When we check or enemy check A text comes up says (Check!) Let it slowly disappear, let it be rainbow colored ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make captured pieces text a bit bigger and a bit up
User prompt
Captured pieces text Collides with captured pieces fix it
User prompt
Bro less efect pls but a bit less like if the efect 100 make it 80 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
So make it a bit less (very very little less) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make exploison efect better and more efective ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move the Capt. pieces section a little to the right because it is not visible from the stop button.
User prompt
Please enhance the chess game with these features: 1. Add a visual explosion or particle effect whenever a piece is captured, to make the capture feel dramatic. 2. When a piece is captured, move its sprite or icon to a designated “captured pieces area” above the board, grouped by color, so players can see which pieces were taken. 3. Animate the captured piece moving smoothly from its square to the captured area before it disappears from the board. 4. Make sure the explosion or particle effect only happens on a successful capture, not on normal moves. 5. Keep all piece dragging and movement functionality working as before, with no interruption. 6. Test the game after adding these enhancements to confirm that captures show both the effect and the captured-pieces list correctly. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the drag-and-drop bug where if a chess piece is dragged but then returned to its original square, it becomes unselectable or frozen. - When a piece is dragged and dropped back to its starting square, it must remain fully selectable and movable. - Reset any dragging flags or lock states so the piece is still active. - Ensure that after canceling a drag, the piece can be picked up and moved again with no problem. - Test this by dragging a piece, returning it to the same square, then dragging it again, to confirm the bug is fixed.
User prompt
Taşları sürükleyip bırakınca taşlar daha hareket edilemez oluyor bunu düzelt
User prompt
Kendi taşlarım birbirinin üzerine binemez bunu düzelt
User prompt
Please correct the pawn movement rules: - Pawns can only move straight forward to an empty square, by 1 square, or by 2 squares on their first move if the path is clear. - Pawns can only move diagonally when they are capturing an opponent piece. - Pawns cannot move diagonally if there is no opponent piece on the target square. - Please rewrite the getRawMoves logic to strictly follow these pawn rules, so that pawns do not move diagonally freely unless capturing. Test a pawn with and without a target piece diagonally and confirm correct behavior after applying this fix.
User prompt
There is a syntax bug in my code that causes a ReferenceError on this line: var piece board [row][col].piece; Please correct this syntax: - It must use an assignment with "=" instead of missing equals. - The correct line should be: var piece = board[row][col].piece; Please automatically fix this line in the code and replace the faulty statement with the correct syntax. Then verify that getRawMoves(piece, row, col) will work correctly because 'piece' will no longer be undefined. Test the code after applying this fix to confirm no more ReferenceError occurs.
User prompt
Please fix the bug: 'ReferenceError: getRawMoves is not defined' in or related to this line: 'var moves = getRawMoves(piece, row, col);' Line Number: 803
User prompt
Define getraw moves
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var ChessPiece = Container.expand(function (type, color, row, col) {
var self = Container.call(this);
self.pieceType = type;
self.pieceColor = color;
self.boardRow = row;
self.boardCol = col;
self.hasMoved = false;
var assetId = color + type.charAt(0).toUpperCase() + type.slice(1);
var pieceGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.updateBoardPosition = function (newRow, newCol) {
self.boardRow = newRow;
self.boardCol = newCol;
self.hasMoved = true;
};
return self;
});
var ChessSquare = Container.expand(function (row, col) {
var self = Container.call(this);
self.row = row;
self.col = col;
self.piece = null;
self.isHighlighted = false;
var isLight = (row + col) % 2 === 0;
var squareGraphics = self.attachAsset(isLight ? 'lightSquare' : 'darkSquare', {
anchorX: 0.5,
anchorY: 0.5
});
self.highlight = function () {
if (!self.isHighlighted) {
var highlight = LK.getAsset('highlightSquare', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
});
self.addChild(highlight);
self.isHighlighted = true;
self.highlightGraphics = highlight;
// Animate highlight appearance
tween(highlight, {
alpha: 0.5,
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
};
self.removeHighlight = function () {
if (self.isHighlighted && self.highlightGraphics) {
var highlightToRemove = self.highlightGraphics;
self.isHighlighted = false;
self.highlightGraphics = null;
// Animate highlight disappearance
tween(highlightToRemove, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 150,
easing: tween.easeIn,
onFinish: function onFinish() {
self.removeChild(highlightToRemove);
}
});
}
};
self.setPiece = function (piece) {
if (self.piece) {
self.removeChild(self.piece);
}
self.piece = piece;
if (piece) {
self.addChild(piece);
piece.x = 0;
piece.y = 0;
}
};
return self;
});
var DifficultyButton = Container.expand(function (text, difficulty) {
var self = Container.call(this);
self.difficulty = difficulty;
var buttonBg = self.attachAsset('difficultyButton', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2(text, {
size: 60,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.down = function (x, y, obj) {
selectedDifficulty = self.difficulty;
startGame();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x8b4513
});
/****
* Game Code
****/
// Sound effects
// UI elements
// Board squares
// Chess pieces - black pieces
// Chess pieces - white pieces
// Game state variables
var gameState = 'difficulty'; // 'difficulty', 'playing', 'gameOver'
var selectedDifficulty = 'medium';
var currentPlayer = 'white';
var board = [];
var selectedSquare = null;
var possibleMoves = [];
var difficultyButtons = [];
var draggedPiece = null;
var dragOffset = {
x: 0,
y: 0
};
var aiHasMoved = false;
var capturedWhitePieces = [];
var capturedBlackPieces = [];
var capturedPiecesContainer = null;
var checkedKing = null; // Track the currently checked king for highlighting
// Create explosion effect for captures
function createExplosionEffect(x, y) {
var particles = [];
var numParticles = 6; // Reduced by 50%
var colors = [0xff4444, 0xffaa44, 0xffff44, 0xff8844, 0xff6666]; // Explosive colors
// Create main explosion particles
for (var i = 0; i < numParticles; i++) {
var particle = LK.getAsset('highlightSquare', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2 + Math.random() * 0.4,
// Varied sizes
scaleY: 0.2 + Math.random() * 0.4,
alpha: 0.9
});
particle.x = x;
particle.y = y;
particle.tint = colors[Math.floor(Math.random() * colors.length)]; // Random explosion color
game.addChild(particle);
particles.push(particle);
// Random direction for each particle with slightly reduced variation
var angle = i / numParticles * Math.PI * 2 + (Math.random() - 0.5) * 0.5;
var speed = 28 + Math.random() * 40; // Reduced speeds by 50% (28-68 range)
var targetX = x + Math.cos(angle) * speed;
var targetY = y + Math.sin(angle) * speed;
// Add rotation and bounce effect
var rotationSpeed = (Math.random() - 0.5) * 8;
// Initial burst animation with rotation
tween(particle, {
x: targetX,
y: targetY,
rotation: rotationSpeed,
scaleX: 0.8 + Math.random() * 0.4,
scaleY: 0.8 + Math.random() * 0.4
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function (currentParticle) {
// Second phase: fade and shrink
tween(currentParticle, {
scaleX: 0,
scaleY: 0,
alpha: 0,
rotation: currentParticle.rotation + rotationSpeed * 2
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
game.removeChild(currentParticle);
}
});
}.bind(null, particle)
});
}
// Create additional flash effect
var flashRing = LK.getAsset('highlightSquare', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.1,
scaleY: 0.1,
alpha: 1
});
flashRing.x = x;
flashRing.y = y;
flashRing.tint = 0xffffff; // Bright white flash
game.addChild(flashRing);
// Flash ring expansion and fade (slightly smaller)
tween(flashRing, {
scaleX: 1.25,
// Reduced by 50%
scaleY: 1.25,
// Reduced by 50%
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(flashRing);
}
});
// Create sparks effect (reduced count)
for (var j = 0; j < 3; j++) {
// Reduced by 50%
var spark = LK.getAsset('highlightSquare', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.1,
scaleY: 0.1,
alpha: 1
});
spark.x = x;
spark.y = y;
spark.tint = 0xffff88; // Bright yellow sparks
game.addChild(spark);
var sparkAngle = Math.random() * Math.PI * 2;
var sparkDistance = 20 + Math.random() * 24; // Reduced by 50% (20-44 range)
var sparkTargetX = x + Math.cos(sparkAngle) * sparkDistance;
var sparkTargetY = y + Math.sin(sparkAngle) * sparkDistance;
// Animate sparks with trail effect
tween(spark, {
x: sparkTargetX,
y: sparkTargetY,
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 300 + Math.random() * 200,
easing: tween.easeOut,
onFinish: function (currentSpark) {
game.removeChild(currentSpark);
}.bind(null, spark)
});
}
}
// Highlight the king when in check
function highlightCheckedKing(color) {
// Find the king of the specified color
for (var row = 0; row < BOARD_SIZE; row++) {
for (var col = 0; col < BOARD_SIZE; col++) {
var piece = board[row][col].piece;
if (piece && piece.pieceType === 'king' && piece.pieceColor === color) {
checkedKing = piece;
// Apply red tint to the king with pulsing animation
tween(piece, {
tint: 0xff0000
}, {
duration: 300,
easing: tween.easeOut
});
// Add pulsing scale effect to make it more visible
tween(piece, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(piece, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 500,
easing: tween.easeInOut
});
}
});
return;
}
}
}
}
// Remove highlight from king
function removeKingHighlight() {
if (checkedKing) {
// Reset tint and scale to normal
tween(checkedKing, {
tint: 0xffffff,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut
});
checkedKing = null;
}
}
// Update captured pieces display
function updateCapturedPiecesDisplay() {
// Clear existing captured pieces display (except label)
while (capturedPiecesContainer.children.length > 1) {
capturedPiecesContainer.removeChild(capturedPiecesContainer.children[1]);
}
var yOffset = 20;
var pieceSize = 80;
var spacing = 90;
// Display captured white pieces
for (var i = 0; i < capturedWhitePieces.length; i++) {
var piece = capturedWhitePieces[i];
var displayPiece = new ChessPiece(piece.pieceType, piece.pieceColor, 0, 0);
displayPiece.x = i % 8 * spacing;
displayPiece.y = yOffset + Math.floor(i / 8) * spacing;
displayPiece.scaleX = 0.8;
displayPiece.scaleY = 0.8;
capturedPiecesContainer.addChild(displayPiece);
}
// Display captured black pieces below white pieces
var blackStartY = yOffset + Math.ceil(capturedWhitePieces.length / 8) * spacing + 30;
for (var j = 0; j < capturedBlackPieces.length; j++) {
var piece = capturedBlackPieces[j];
var displayPiece = new ChessPiece(piece.pieceType, piece.pieceColor, 0, 0);
displayPiece.x = j % 8 * spacing;
displayPiece.y = blackStartY + Math.floor(j / 8) * spacing;
displayPiece.scaleX = 0.8;
displayPiece.scaleY = 0.8;
capturedPiecesContainer.addChild(displayPiece);
}
}
// Board constants
var BOARD_SIZE = 8;
var SQUARE_SIZE = 230;
var BOARD_START_X = 2048 / 2 - BOARD_SIZE * SQUARE_SIZE / 2;
var BOARD_START_Y = 2732 / 2 - BOARD_SIZE * SQUARE_SIZE / 2;
// Initialize difficulty selection
function initializeDifficultySelection() {
var easyButton = new DifficultyButton('EASY', 'easy');
easyButton.x = 2048 / 2;
easyButton.y = 2732 / 2 - 200;
game.addChild(easyButton);
difficultyButtons.push(easyButton);
var mediumButton = new DifficultyButton('MEDIUM', 'medium');
mediumButton.x = 2048 / 2;
mediumButton.y = 2732 / 2;
game.addChild(mediumButton);
difficultyButtons.push(mediumButton);
var hardButton = new DifficultyButton('HARD', 'hard');
hardButton.x = 2048 / 2;
hardButton.y = 2732 / 2 + 200;
game.addChild(hardButton);
difficultyButtons.push(hardButton);
var titleText = new Text2('Select Difficulty', {
size: 80,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 2732 / 2 - 400;
game.addChild(titleText);
}
// Start the game after difficulty selection
function startGame() {
// Remove difficulty buttons
for (var i = 0; i < difficultyButtons.length; i++) {
game.removeChild(difficultyButtons[i]);
}
difficultyButtons = [];
// Remove title
for (var j = game.children.length - 1; j >= 0; j--) {
var child = game.children[j];
if (child instanceof Text2) {
game.removeChild(child);
}
}
gameState = 'playing';
initializeBoard();
setupInitialPieces();
// Initialize captured pieces area
capturedPiecesContainer = new Container();
capturedPiecesContainer.x = 350;
capturedPiecesContainer.y = 150;
game.addChild(capturedPiecesContainer);
// Add labels for captured pieces
var capturedLabel = new Text2('Captured Pieces', {
size: 70,
fill: 0xFFFFFF
});
capturedLabel.anchor.set(0, 0);
capturedLabel.x = 0;
capturedLabel.y = -120;
capturedPiecesContainer.addChild(capturedLabel);
}
// Initialize the chess board
function initializeBoard() {
board = [];
for (var row = 0; row < BOARD_SIZE; row++) {
board[row] = [];
for (var col = 0; col < BOARD_SIZE; col++) {
var square = new ChessSquare(row, col);
square.x = BOARD_START_X + col * SQUARE_SIZE + SQUARE_SIZE / 2;
square.y = BOARD_START_Y + row * SQUARE_SIZE + SQUARE_SIZE / 2;
game.addChild(square);
board[row][col] = square;
}
}
}
// Setup initial piece positions
function setupInitialPieces() {
var pieceOrder = ['rook', 'knight', 'bishop', 'queen', 'king', 'bishop', 'knight', 'rook'];
// Black pieces (top of board)
for (var col = 0; col < 8; col++) {
var blackPiece = new ChessPiece(pieceOrder[col], 'black', 0, col);
board[0][col].setPiece(blackPiece);
var blackPawn = new ChessPiece('pawn', 'black', 1, col);
board[1][col].setPiece(blackPawn);
}
// White pieces (bottom of board)
for (var col = 0; col < 8; col++) {
var whitePawn = new ChessPiece('pawn', 'white', 6, col);
board[6][col].setPiece(whitePawn);
var whitePiece = new ChessPiece(pieceOrder[col], 'white', 7, col);
board[7][col].setPiece(whitePiece);
}
}
// Get all pseudo-legal moves for a piece (ignores pins and king safety)
function getRawMoves(piece, fromRow, fromCol) {
var moves = [];
var type = piece.pieceType;
var color = piece.pieceColor;
if (type === 'pawn') {
var direction = color === 'white' ? -1 : 1;
var startRow = color === 'white' ? 6 : 1;
// Move forward 1 square (only if empty)
if (isValidPosition(fromRow + direction, fromCol) && !board[fromRow + direction][fromCol].piece) {
moves.push({
row: fromRow + direction,
col: fromCol
});
// Move forward 2 squares from starting position (only if both squares are empty)
if (fromRow === startRow && isValidPosition(fromRow + 2 * direction, fromCol) && !board[fromRow + 2 * direction][fromCol].piece) {
moves.push({
row: fromRow + 2 * direction,
col: fromCol
});
}
}
// Pawn captures diagonally (only if there's an opponent piece)
for (var dc = -1; dc <= 1; dc += 2) {
if (isValidPosition(fromRow + direction, fromCol + dc)) {
var targetPiece = board[fromRow + direction][fromCol + dc].piece;
if (targetPiece && targetPiece.pieceColor !== color) {
moves.push({
row: fromRow + direction,
col: fromCol + dc
});
}
}
}
} else if (type === 'rook') {
var directions = [[0, 1], [0, -1], [1, 0], [-1, 0]];
for (var d = 0; d < directions.length; d++) {
var dr = directions[d][0];
var dc = directions[d][1];
for (var i = 1; i < 8; i++) {
var newRow = fromRow + dr * i;
var newCol = fromCol + dc * i;
if (!isValidPosition(newRow, newCol)) break;
moves.push({
row: newRow,
col: newCol
});
var targetPiece = board[newRow][newCol].piece;
if (targetPiece) {
break;
}
}
}
} else if (type === 'bishop') {
var directions = [[1, 1], [1, -1], [-1, 1], [-1, -1]];
for (var d = 0; d < directions.length; d++) {
var dr = directions[d][0];
var dc = directions[d][1];
for (var i = 1; i < 8; i++) {
var newRow = fromRow + dr * i;
var newCol = fromCol + dc * i;
if (!isValidPosition(newRow, newCol)) break;
moves.push({
row: newRow,
col: newCol
});
var targetPiece = board[newRow][newCol].piece;
if (targetPiece) {
break;
}
}
}
} else if (type === 'queen') {
var directions = [[0, 1], [0, -1], [1, 0], [-1, 0], [1, 1], [1, -1], [-1, 1], [-1, -1]];
for (var d = 0; d < directions.length; d++) {
var dr = directions[d][0];
var dc = directions[d][1];
for (var i = 1; i < 8; i++) {
var newRow = fromRow + dr * i;
var newCol = fromCol + dc * i;
if (!isValidPosition(newRow, newCol)) break;
moves.push({
row: newRow,
col: newCol
});
var targetPiece = board[newRow][newCol].piece;
if (targetPiece) {
break;
}
}
}
} else if (type === 'king') {
var directions = [[0, 1], [0, -1], [1, 0], [-1, 0], [1, 1], [1, -1], [-1, 1], [-1, -1]];
for (var d = 0; d < directions.length; d++) {
var newRow = fromRow + directions[d][0];
var newCol = fromCol + directions[d][1];
if (isValidPosition(newRow, newCol)) {
moves.push({
row: newRow,
col: newCol
});
}
}
} else if (type === 'knight') {
var knightMoves = [[-2, -1], [-2, 1], [-1, -2], [-1, 2], [1, -2], [1, 2], [2, -1], [2, 1]];
for (var m = 0; m < knightMoves.length; m++) {
var newRow = fromRow + knightMoves[m][0];
var newCol = fromCol + knightMoves[m][1];
if (isValidPosition(newRow, newCol)) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
return moves;
}
// Get legal moves for a piece
function getLegalMoves(piece, fromRow, fromCol) {
var moves = [];
var type = piece.pieceType;
var color = piece.pieceColor;
if (type === 'pawn') {
var direction = color === 'white' ? -1 : 1;
var startRow = color === 'white' ? 6 : 1;
// Forward move
if (isValidPosition(fromRow + direction, fromCol) && !board[fromRow + direction][fromCol].piece) {
moves.push({
row: fromRow + direction,
col: fromCol
});
// Two squares forward from starting position
if (fromRow === startRow && !board[fromRow + 2 * direction][fromCol].piece) {
moves.push({
row: fromRow + 2 * direction,
col: fromCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
if (isValidPosition(fromRow + direction, fromCol + dc)) {
var targetPiece = board[fromRow + direction][fromCol + dc].piece;
if (targetPiece && targetPiece.pieceColor !== color) {
moves.push({
row: fromRow + direction,
col: fromCol + dc
});
}
}
}
} else if (type === 'rook') {
var directions = [[0, 1], [0, -1], [1, 0], [-1, 0]];
for (var d = 0; d < directions.length; d++) {
var dr = directions[d][0];
var dc = directions[d][1];
for (var i = 1; i < 8; i++) {
var newRow = fromRow + dr * i;
var newCol = fromCol + dc * i;
if (!isValidPosition(newRow, newCol)) break;
var targetPiece = board[newRow][newCol].piece;
if (targetPiece) {
if (targetPiece.pieceColor !== color) {
moves.push({
row: newRow,
col: newCol
});
}
break;
} else {
moves.push({
row: newRow,
col: newCol
});
}
}
}
} else if (type === 'bishop') {
var directions = [[1, 1], [1, -1], [-1, 1], [-1, -1]];
for (var d = 0; d < directions.length; d++) {
var dr = directions[d][0];
var dc = directions[d][1];
for (var i = 1; i < 8; i++) {
var newRow = fromRow + dr * i;
var newCol = fromCol + dc * i;
if (!isValidPosition(newRow, newCol)) break;
var targetPiece = board[newRow][newCol].piece;
if (targetPiece) {
if (targetPiece.pieceColor !== color) {
moves.push({
row: newRow,
col: newCol
});
}
break;
} else {
moves.push({
row: newRow,
col: newCol
});
}
}
}
} else if (type === 'queen') {
var directions = [[0, 1], [0, -1], [1, 0], [-1, 0], [1, 1], [1, -1], [-1, 1], [-1, -1]];
for (var d = 0; d < directions.length; d++) {
var dr = directions[d][0];
var dc = directions[d][1];
for (var i = 1; i < 8; i++) {
var newRow = fromRow + dr * i;
var newCol = fromCol + dc * i;
if (!isValidPosition(newRow, newCol)) break;
var targetPiece = board[newRow][newCol].piece;
if (targetPiece) {
if (targetPiece.pieceColor !== color) {
moves.push({
row: newRow,
col: newCol
});
}
break;
} else {
moves.push({
row: newRow,
col: newCol
});
}
}
}
} else if (type === 'king') {
var directions = [[0, 1], [0, -1], [1, 0], [-1, 0], [1, 1], [1, -1], [-1, 1], [-1, -1]];
for (var d = 0; d < directions.length; d++) {
var newRow = fromRow + directions[d][0];
var newCol = fromCol + directions[d][1];
if (isValidPosition(newRow, newCol)) {
var targetPiece = board[newRow][newCol].piece;
if (!targetPiece || targetPiece.pieceColor !== color) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
} else if (type === 'knight') {
var knightMoves = [[-2, -1], [-2, 1], [-1, -2], [-1, 2], [1, -2], [1, 2], [2, -1], [2, 1]];
for (var m = 0; m < knightMoves.length; m++) {
var newRow = fromRow + knightMoves[m][0];
var newCol = fromCol + knightMoves[m][1];
if (isValidPosition(newRow, newCol)) {
var targetPiece = board[newRow][newCol].piece;
if (!targetPiece || targetPiece.pieceColor !== color) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
}
// Filter out moves that would leave own king in check (pin rule)
var legalMoves = [];
var _loop = function _loop() {
move = moves[i]; // Simulate the move
fromPiece = board[fromRow][fromCol].piece;
toPiece = board[move.row][move.col].piece; // Temporarily move the piece
board[fromRow][fromCol].setPiece(null);
board[move.row][move.col].setPiece(fromPiece);
kingSafe = true; // Find own king position after move
kingRow = -1, kingCol = -1;
for (r = 0; r < BOARD_SIZE; r++) {
for (c = 0; c < BOARD_SIZE; c++) {
p = board[r][c].piece;
if (p && p.pieceType === 'king' && p.pieceColor === color) {
kingRow = r;
kingCol = c;
}
}
}
// If this piece is the king, update kingRow/kingCol to new position
if (type === 'king') {
kingRow = move.row;
kingCol = move.col;
}
// Check if any enemy piece can attack the king after this move
for (r = 0; r < BOARD_SIZE; r++) {
for (c = 0; c < BOARD_SIZE; c++) {
enemy = board[r][c].piece;
if (enemy && enemy.pieceColor !== color) {
enemyMoves = getRawMoves(enemy, r, c);
for (j = 0; j < enemyMoves.length; j++) {
if (enemyMoves[j].row === kingRow && enemyMoves[j].col === kingCol) {
kingSafe = false;
break;
}
}
}
if (!kingSafe) break;
}
if (!kingSafe) break;
}
// Undo the move
board[move.row][move.col].setPiece(toPiece);
board[fromRow][fromCol].setPiece(fromPiece);
if (kingSafe) {
legalMoves.push(move);
}
},
move,
fromPiece,
toPiece,
kingSafe,
kingRow,
kingCol,
r,
c,
p,
r,
c,
enemy,
enemyMoves,
j;
for (var i = 0; i < moves.length; i++) {
_loop();
}
return legalMoves;
}
// Check if position is valid on board
function isValidPosition(row, col) {
return row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
}
// Highlight possible moves
function highlightMoves(moves) {
for (var i = 0; i < moves.length; i++) {
board[moves[i].row][moves[i].col].highlight();
}
}
// Clear all highlights
function clearHighlights() {
for (var row = 0; row < BOARD_SIZE; row++) {
for (var col = 0; col < BOARD_SIZE; col++) {
board[row][col].removeHighlight();
}
}
}
// Make a move
function makeMove(fromRow, fromCol, toRow, toCol) {
var piece = board[fromRow][fromCol].piece;
var capturedPiece = board[toRow][toCol].piece;
// Prevent capturing the king
if (capturedPiece && capturedPiece.pieceType === 'king') {
// Invalid move: cannot capture king, revert and return
// Return piece to original position if dragged
if (draggedPiece) {
game.removeChild(draggedPiece);
board[fromRow][fromCol].setPiece(draggedPiece);
}
clearHighlights();
draggedPiece = null;
selectedSquare = null;
possibleMoves = [];
return;
}
// Calculate target position
var targetX = BOARD_START_X + toCol * SQUARE_SIZE + SQUARE_SIZE / 2;
var targetY = BOARD_START_Y + toRow * SQUARE_SIZE + SQUARE_SIZE / 2;
// Check if this is an AI move (piece is black and not being dragged)
var isAIMove = piece.pieceColor === 'black' && !draggedPiece;
if (isAIMove) {
// For AI moves, animate the piece movement
// First, bring piece to game level for animation
var currentSquare = board[fromRow][fromCol];
var currentGlobalPos = currentSquare.toGlobal(piece.position);
currentSquare.removeChild(piece);
game.addChild(piece);
piece.x = currentGlobalPos.x;
piece.y = currentGlobalPos.y;
// Remove piece from old position on board
board[fromRow][fromCol].setPiece(null);
// Handle captured piece animation if there's a capture
if (capturedPiece) {
// Create explosion effect at capture location
var explosionX = BOARD_START_X + toCol * SQUARE_SIZE + SQUARE_SIZE / 2;
var explosionY = BOARD_START_Y + toRow * SQUARE_SIZE + SQUARE_SIZE / 2;
createExplosionEffect(explosionX, explosionY);
// Add to captured pieces array
if (capturedPiece.pieceColor === 'white') {
capturedWhitePieces.push({
pieceType: capturedPiece.pieceType,
pieceColor: capturedPiece.pieceColor
});
} else {
capturedBlackPieces.push({
pieceType: capturedPiece.pieceType,
pieceColor: capturedPiece.pieceColor
});
}
// Remove captured piece from board immediately
board[toRow][toCol].setPiece(null);
// Animate captured piece moving to captured area
var capturedTargetX = capturedPiecesContainer.x;
var capturedTargetY = capturedPiecesContainer.y + 100;
// First animate to captured area, then scale down
tween(capturedPiece, {
x: capturedTargetX,
y: capturedTargetY,
scaleX: 0.6,
scaleY: 0.6
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
// Then fade out and destroy
tween(capturedPiece, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
// Destroy the captured piece and update display
capturedPiece.destroy();
updateCapturedPiecesDisplay();
}
});
}
});
}
// Set piece in new position but don't add to square yet
board[toRow][toCol].piece = piece;
piece.updateBoardPosition(toRow, toCol);
// Animate piece to target position
tween(piece, {
x: targetX,
y: targetY
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Move piece from game to target square
game.removeChild(piece);
board[toRow][toCol].setPiece(piece);
// Play sound after animation
if (capturedPiece) {
LK.getSound('captureSound').play();
} else {
LK.getSound('moveSound').play();
}
// Check for pawn promotion
if (piece.pieceType === 'pawn') {
if (piece.pieceColor === 'white' && toRow === 0 || piece.pieceColor === 'black' && toRow === 7) {
// Promote to queen
board[toRow][toCol].setPiece(null);
var promotedQueen = new ChessPiece('queen', piece.pieceColor, toRow, toCol);
board[toRow][toCol].setPiece(promotedQueen);
}
}
// Switch turns
currentPlayer = currentPlayer === 'white' ? 'black' : 'white';
// Remove previous king highlight if king is no longer in check
if (checkedKing && !isInCheck(checkedKing.pieceColor)) {
removeKingHighlight();
}
// Reset AI move flag when switching turns
if (currentPlayer === 'black') {
aiHasMoved = false;
}
// Reset dragged piece to null to re-enable piece interaction
draggedPiece = null;
// Check for game end conditions first
if (isCheckmate(currentPlayer)) {
// Highlight the checkmated king
highlightCheckedKing(currentPlayer);
// Play checkmate sound
LK.getSound('checkmateSound').play();
// Create rainbow checkmate text
var checkmateText = new Text2('Check Mate!', {
size: 150,
fill: 0xff0000 // Start with red
});
checkmateText.anchor.set(0.5, 0.5);
checkmateText.x = 2048 / 2;
checkmateText.y = 300;
game.addChild(checkmateText);
// Rainbow color animation - cycle through colors
var colors = [0xff0000, 0xff8800, 0xffff00, 0x00ff00, 0x0088ff, 0x0000ff, 0x8800ff];
var colorIndex = 0;
var colorTimer = LK.setInterval(function () {
colorIndex = (colorIndex + 1) % colors.length;
checkmateText.tint = colors[colorIndex];
}, 100);
// Fade out the text slowly
tween(checkmateText, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.clearInterval(colorTimer);
game.removeChild(checkmateText);
}
});
// End game 1 second after checkmate text appears
LK.setTimeout(function () {
if (currentPlayer === 'white') {
LK.showGameOver();
} else {
LK.showYouWin();
}
gameState = 'gameOver';
}, 1000);
} else if (isStalemate(currentPlayer)) {
LK.showGameOver(); // Show as draw
gameState = 'gameOver';
} else if (isInCheck(currentPlayer)) {
// Highlight the checked king
highlightCheckedKing(currentPlayer);
// Play check sound
LK.getSound('checkSound').play();
// Create rainbow check text
var checkText = new Text2('Check!', {
size: 120,
fill: 0xff0000 // Start with red
});
checkText.anchor.set(0.5, 0.5);
checkText.x = 2048 / 2;
checkText.y = 300;
game.addChild(checkText);
// Rainbow color animation - cycle through colors
var colors = [0xff0000, 0xff8800, 0xffff00, 0x00ff00, 0x0088ff, 0x0000ff, 0x8800ff];
var colorIndex = 0;
var colorTimer = LK.setInterval(function () {
colorIndex = (colorIndex + 1) % colors.length;
checkText.tint = colors[colorIndex];
}, 100);
// Fade out the text slowly
tween(checkText, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.clearInterval(colorTimer);
game.removeChild(checkText);
}
});
}
}
});
} else {
// For player moves, animate the piece smoothly to target position
// Remove piece from old position
board[fromRow][fromCol].setPiece(null);
// Set piece in new position but don't add to square yet
board[toRow][toCol].piece = piece;
piece.updateBoardPosition(toRow, toCol);
// Add capture animation if there's a captured piece
if (capturedPiece) {
// Create explosion effect at capture location
createExplosionEffect(targetX, targetY);
// Add to captured pieces array
if (capturedPiece.pieceColor === 'white') {
capturedWhitePieces.push({
pieceType: capturedPiece.pieceType,
pieceColor: capturedPiece.pieceColor
});
} else {
capturedBlackPieces.push({
pieceType: capturedPiece.pieceType,
pieceColor: capturedPiece.pieceColor
});
}
// Animate captured piece moving to captured area first
var capturedTargetX = capturedPiecesContainer.x;
var capturedTargetY = capturedPiecesContainer.y + 100;
tween(capturedPiece, {
x: capturedTargetX,
y: capturedTargetY,
scaleX: 0.6,
scaleY: 0.6
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Then scale down the captured piece before removing
tween(capturedPiece, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
// Captured piece animation complete
updateCapturedPiecesDisplay();
}
});
}
});
}
// Animate piece to target position
tween(piece, {
x: targetX,
y: targetY
}, {
duration: 250,
easing: tween.easeOut,
onFinish: function onFinish() {
// Move piece from game to target square
game.removeChild(piece);
board[toRow][toCol].setPiece(piece);
// Play sound after animation
if (capturedPiece) {
LK.getSound('captureSound').play();
} else {
LK.getSound('moveSound').play();
}
// Check for pawn promotion
if (piece.pieceType === 'pawn') {
if (piece.pieceColor === 'white' && toRow === 0 || piece.pieceColor === 'black' && toRow === 7) {
// Promote to queen
board[toRow][toCol].setPiece(null);
var promotedQueen = new ChessPiece('queen', piece.pieceColor, toRow, toCol);
board[toRow][toCol].setPiece(promotedQueen);
}
}
// Switch turns
currentPlayer = currentPlayer === 'white' ? 'black' : 'white';
// Remove previous king highlight if king is no longer in check
if (checkedKing && !isInCheck(checkedKing.pieceColor)) {
removeKingHighlight();
}
// Reset AI move flag when switching turns
if (currentPlayer === 'black') {
aiHasMoved = false;
}
// Reset dragged piece to null to re-enable piece interaction
draggedPiece = null;
// Check for game end conditions first
if (isCheckmate(currentPlayer)) {
// Highlight the checkmated king
highlightCheckedKing(currentPlayer);
// Play checkmate sound
LK.getSound('checkmateSound').play();
// Create rainbow checkmate text
var checkmateText = new Text2('Check Mate!', {
size: 150,
fill: 0xff0000 // Start with red
});
checkmateText.anchor.set(0.5, 0.5);
checkmateText.x = 2048 / 2;
checkmateText.y = 300;
game.addChild(checkmateText);
// Rainbow color animation - cycle through colors
var colors = [0xff0000, 0xff8800, 0xffff00, 0x00ff00, 0x0088ff, 0x0000ff, 0x8800ff];
var colorIndex = 0;
var colorTimer = LK.setInterval(function () {
colorIndex = (colorIndex + 1) % colors.length;
checkmateText.tint = colors[colorIndex];
}, 100);
// Fade out the text slowly
tween(checkmateText, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.clearInterval(colorTimer);
game.removeChild(checkmateText);
}
});
// End game 1 second after checkmate text appears
LK.setTimeout(function () {
if (currentPlayer === 'white') {
LK.showGameOver();
} else {
LK.showYouWin();
}
gameState = 'gameOver';
}, 1000);
} else if (isStalemate(currentPlayer)) {
LK.showGameOver(); // Show as draw
gameState = 'gameOver';
} else if (isInCheck(currentPlayer)) {
// Highlight the checked king
highlightCheckedKing(currentPlayer);
// Play check sound
LK.getSound('checkSound').play();
// Create rainbow check text
var checkText = new Text2('Check!', {
size: 120,
fill: 0xff0000 // Start with red
});
checkText.anchor.set(0.5, 0.5);
checkText.x = 2048 / 2;
checkText.y = 300;
game.addChild(checkText);
// Rainbow color animation - cycle through colors
var colors = [0xff0000, 0xff8800, 0xffff00, 0x00ff00, 0x0088ff, 0x0000ff, 0x8800ff];
var colorIndex = 0;
var colorTimer = LK.setInterval(function () {
colorIndex = (colorIndex + 1) % colors.length;
checkText.tint = colors[colorIndex];
}, 100);
// Fade out the text slowly
tween(checkText, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.clearInterval(colorTimer);
game.removeChild(checkText);
}
});
}
}
});
}
}
// Check if a king is in check
function isInCheck(color) {
// Find king position
var kingPos = null;
for (var row = 0; row < BOARD_SIZE; row++) {
for (var col = 0; col < BOARD_SIZE; col++) {
var piece = board[row][col].piece;
if (piece && piece.pieceType === 'king' && piece.pieceColor === color) {
kingPos = {
row: row,
col: col
};
break;
}
}
if (kingPos) break;
}
if (!kingPos) return false; // No king found
// Check if any enemy piece can attack the king
for (var row = 0; row < BOARD_SIZE; row++) {
for (var col = 0; col < BOARD_SIZE; col++) {
var piece = board[row][col].piece;
if (piece && piece.pieceColor !== color) {
var moves = getRawMoves(piece, row, col);
for (var i = 0; i < moves.length; i++) {
if (moves[i].row === kingPos.row && moves[i].col === kingPos.col) {
return true; // King is under attack
}
}
}
}
}
return false; // King is safe
}
// Simple checkmate detection - king must be in check AND have no legal moves
function isCheckmate(color) {
// First check if king is in check
if (!isInCheck(color)) {
return false; // Not checkmate if king is not in check
}
// Find king
var kingPos = null;
for (var row = 0; row < BOARD_SIZE; row++) {
for (var col = 0; col < BOARD_SIZE; col++) {
var piece = board[row][col].piece;
if (piece && piece.pieceType === 'king' && piece.pieceColor === color) {
kingPos = {
row: row,
col: col
};
break;
}
}
if (kingPos) break;
}
if (!kingPos) return true; // No king found
// Check if any piece can make a legal move
for (var row = 0; row < BOARD_SIZE; row++) {
for (var col = 0; col < BOARD_SIZE; col++) {
var piece = board[row][col].piece;
if (piece && piece.pieceColor === color) {
var moves = getLegalMoves(piece, row, col);
if (moves.length > 0) {
return false; // Found a legal move
}
}
}
}
return true; // No legal moves found and king is in check
}
// Simple stalemate detection - king is NOT in check but has no legal moves
function isStalemate(color) {
// First check if king is in check
if (isInCheck(color)) {
return false; // Not stalemate if king is in check
}
// Check if any piece can make a legal move
for (var row = 0; row < BOARD_SIZE; row++) {
for (var col = 0; col < BOARD_SIZE; col++) {
var piece = board[row][col].piece;
if (piece && piece.pieceColor === color) {
var moves = getLegalMoves(piece, row, col);
if (moves.length > 0) {
return false; // Found a legal move
}
}
}
}
return true; // No legal moves found but king is not in check
}
// AI move selection based on difficulty
function getAIMove() {
var allMoves = [];
// Get all possible moves for AI (black pieces)
for (var row = 0; row < BOARD_SIZE; row++) {
for (var col = 0; col < BOARD_SIZE; col++) {
var piece = board[row][col].piece;
if (piece && piece.pieceColor === 'black') {
var moves = getLegalMoves(piece, row, col);
for (var m = 0; m < moves.length; m++) {
// Prevent AI from selecting a move that would capture the king
var target = board[moves[m].row][moves[m].col].piece;
if (target && target.pieceType === 'king') {
continue;
}
allMoves.push({
fromRow: row,
fromCol: col,
toRow: moves[m].row,
toCol: moves[m].col,
piece: piece
});
}
}
}
}
if (allMoves.length === 0) return null;
if (selectedDifficulty === 'easy') {
// Random move
return allMoves[Math.floor(Math.random() * allMoves.length)];
} else if (selectedDifficulty === 'medium') {
// Prefer captures
var captures = [];
for (var i = 0; i < allMoves.length; i++) {
var move = allMoves[i];
if (board[move.toRow][move.toCol].piece) {
captures.push(move);
}
}
if (captures.length > 0) {
return captures[Math.floor(Math.random() * captures.length)];
}
return allMoves[Math.floor(Math.random() * allMoves.length)];
} else {
// Hard: prefer captures, then center moves
var captures = [];
var centerMoves = [];
for (var i = 0; i < allMoves.length; i++) {
var move = allMoves[i];
if (board[move.toRow][move.toCol].piece) {
captures.push(move);
} else if (move.toRow >= 3 && move.toRow <= 4 && move.toCol >= 3 && move.toCol <= 4) {
centerMoves.push(move);
}
}
if (captures.length > 0) {
return captures[Math.floor(Math.random() * captures.length)];
}
if (centerMoves.length > 0) {
return centerMoves[Math.floor(Math.random() * centerMoves.length)];
}
return allMoves[Math.floor(Math.random() * allMoves.length)];
}
}
// Get board position from screen coordinates
function getBoardPosition(x, y) {
var col = Math.floor((x - BOARD_START_X) / SQUARE_SIZE);
var row = Math.floor((y - BOARD_START_Y) / SQUARE_SIZE);
if (row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE) {
return {
row: row,
col: col
};
}
return null;
}
// Handle mouse/touch down
game.down = function (x, y, obj) {
if (gameState !== 'playing' || currentPlayer !== 'white') return;
var pos = getBoardPosition(x, y);
if (!pos) return;
var square = board[pos.row][pos.col];
var piece = square.piece;
if (piece && piece.pieceColor === 'white') {
// Start dragging
draggedPiece = piece;
// Set drag offset to zero so piece stays at click position
dragOffset.x = 0;
dragOffset.y = 0;
// Clear previous highlights
clearHighlights();
// Highlight possible moves
possibleMoves = getLegalMoves(piece, pos.row, pos.col);
highlightMoves(possibleMoves);
selectedSquare = {
row: pos.row,
col: pos.col
};
// Bring piece to front but keep it at current position
var tempParent = piece.parent;
var currentGlobalPos = tempParent.toGlobal(piece.position);
tempParent.removeChild(piece);
game.addChild(piece);
piece.x = currentGlobalPos.x;
piece.y = currentGlobalPos.y;
// Add selection animation
tween(piece, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
easing: tween.easeOut
});
}
};
// Handle mouse/touch move
game.move = function (x, y, obj) {
if (draggedPiece) {
draggedPiece.x = x;
draggedPiece.y = y;
}
};
// Handle mouse/touch up
game.up = function (x, y, obj) {
if (!draggedPiece || gameState !== 'playing') return;
var pos = getBoardPosition(x, y);
var validMove = false;
if (pos && selectedSquare) {
// Check if this is a valid move
for (var i = 0; i < possibleMoves.length; i++) {
if (possibleMoves[i].row === pos.row && possibleMoves[i].col === pos.col) {
validMove = true;
break;
}
}
if (validMove) {
// Prevent player from capturing the king
var targetPiece = board[pos.row][pos.col].piece;
if (targetPiece && targetPiece.pieceType === 'king') {
// Invalid move: cannot capture king, revert and return
game.removeChild(draggedPiece);
board[selectedSquare.row][selectedSquare.col].setPiece(draggedPiece);
clearHighlights();
draggedPiece = null;
selectedSquare = null;
possibleMoves = [];
return;
}
// Make the move
makeMove(selectedSquare.row, selectedSquare.col, pos.row, pos.col);
// Clear selection state after valid move
selectedSquare = null;
possibleMoves = [];
}
}
if (!validMove && selectedSquare) {
// Return piece to original position with animation
var originalSquare = board[selectedSquare.row][selectedSquare.col];
var originalX = BOARD_START_X + selectedSquare.col * SQUARE_SIZE + SQUARE_SIZE / 2;
var originalY = BOARD_START_Y + selectedSquare.row * SQUARE_SIZE + SQUARE_SIZE / 2;
// Reset scale and animate back to original position
tween(draggedPiece, {
x: originalX,
y: originalY,
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
game.removeChild(draggedPiece);
originalSquare.setPiece(draggedPiece);
// Reset dragging state after animation completes
draggedPiece = null;
selectedSquare = null;
possibleMoves = [];
}
});
// Clear highlights immediately
clearHighlights();
} else {
// Reset scale for valid moves
if (draggedPiece) {
tween(draggedPiece, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
easing: tween.easeOut
});
}
// Clean up for valid moves
clearHighlights();
draggedPiece = null;
selectedSquare = null;
possibleMoves = [];
}
};
// Game update loop
game.update = function () {
if (gameState === 'playing' && currentPlayer === 'black' && !draggedPiece && !aiHasMoved) {
// AI turn - only if player is not currently dragging a piece and AI hasn't moved yet
if (LK.ticks % 60 === 0) {
// Wait 1 second before AI move
aiHasMoved = true; // Set flag immediately to prevent multiple moves
LK.setTimeout(function () {
var aiMove = getAIMove();
if (aiMove) {
makeMove(aiMove.fromRow, aiMove.fromCol, aiMove.toRow, aiMove.toCol);
}
}, 1000);
}
}
};
// Play background music
LK.playMusic('Game_music');
// Initialize the game
if (gameState === 'difficulty') {
initializeDifficultySelection();
} ===================================================================
--- original.js
+++ change.js
@@ -265,26 +265,45 @@
for (var col = 0; col < BOARD_SIZE; col++) {
var piece = board[row][col].piece;
if (piece && piece.pieceType === 'king' && piece.pieceColor === color) {
checkedKing = piece;
- // Apply red tint to the king
+ // Apply red tint to the king with pulsing animation
tween(piece, {
tint: 0xff0000
}, {
duration: 300,
easing: tween.easeOut
});
+ // Add pulsing scale effect to make it more visible
+ tween(piece, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 500,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(piece, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 500,
+ easing: tween.easeInOut
+ });
+ }
+ });
return;
}
}
}
}
// Remove highlight from king
function removeKingHighlight() {
if (checkedKing) {
- // Reset tint to normal
+ // Reset tint and scale to normal
tween(checkedKing, {
- tint: 0xffffff
+ tint: 0xffffff,
+ scaleX: 1.0,
+ scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut
});
Chess pawn View from above. In-Game asset. 2d. High contrast. No shadows
Chess king view from above. In-Game asset. 2d. High contrast. No shadows
Chess White king view from top. In-Game asset. 2d. High contrast. No shadows
Chess queen white View from above. In-Game asset. 2d. High contrast. No shadows
Chess black bishop. In-Game asset. 2d. High contrast. No shadows
Chess black queen. In-Game asset. 2d. High contrast. No shadows
Chess black knight. In-Game asset. 2d. High contrast. No shadows
Chess rook view from above. In-Game asset. 2d. High contrast. No shadows
Chess bishop white view frome above. In-Game asset. 2d. High contrast. No shadows
Şimdi içini beyaz renkle doldur