Add new check and checkmate guides.
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@ -218,7 +218,7 @@ GAME.Game = class {
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this.state = {
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this.state = {
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code:0,
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code:0,
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check:false,
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check:false, //[false, false],
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};
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};
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this.update_board();
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this.update_board();
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@ -336,12 +336,49 @@ const GAME_CONFIGS = {
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.add_piece(5, 0, false, new MATH.Vec2(5, 4))
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.add_piece(5, 0, false, new MATH.Vec2(5, 4))
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.add_piece(0, 1, false, new MATH.Vec2(4, 4))
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.add_piece(0, 1, false, new MATH.Vec2(4, 4))
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.add_piece(2, 1, false, new MATH.Vec2(5, 6))
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.add_piece(2, 1, false, new MATH.Vec2(5, 6))
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),
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Guide_Check2: new GameConfig()
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pool(CONFIG_POOL_DEMO)
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.set_layout(
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new GameConfig.Layout()
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.add_piece(7, 0, false, new MATH.Vec2(4, 0))
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.add_piece(3, 0, false, new MATH.Vec2(3, 0))
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.add_piece(3, 0, false, new MATH.Vec2(5, 1))
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.add_piece(1, 1, false, new MATH.Vec2(4, 4))
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.add_piece(6, 1, true, new MATH.Vec2(7, 3))
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.add_piece(1, 1, true, new MATH.Vec2(2, 0))
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),
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Guide_Check3: new GameConfig()
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pool(CONFIG_POOL_DEMO)
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.set_layout(
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new GameConfig.Layout()
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.add_piece(7, 0, false, new MATH.Vec2(4, 2))
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.add_piece(4, 0, false, new MATH.Vec2(6, 3))
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.add_piece(3, 1, false, new MATH.Vec2(2, 2))
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.add_piece(5, 1, false, new MATH.Vec2(1, 4))
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.add_piece(1, 1, false, new MATH.Vec2(5, 5))
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.add_piece(6, 1, true, new MATH.Vec2(4, 4))
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),
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),
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// Checkmate
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// Checkmate
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Guide_Checkmate: new GameConfig()
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Guide_Checkmate: new GameConfig()
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pool(new Uint8Array([4, 1, 0, 2, 0, 0, 1, 9, 1, 0, 0, 2, 0, 0]))
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.set_pool(new Uint8Array([4, 1, 0, 2, 0, 0, 1, 9, 1, 0, 0, 2, 0, 0]))
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.set_layout(
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new GameConfig.Layout()
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.add_piece(7, 1, false, new MATH.Vec2(0, 4))
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.add_piece(2, 1, false, new MATH.Vec2(1, 5))
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.add_piece(5, 0, true, new MATH.Vec2(1, 3))
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)
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.set_rule("reverse", true),
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// Trials
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Guide_Trial1: new GameConfig()
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pool(new Uint8Array([4, 1, 0, 2, 0, 0, 1, 9, 1, 0, 0, 2, 0, 0]))
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.set_layout(
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.set_layout(
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new GameConfig.Layout()
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new GameConfig.Layout()
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.add_piece(5, 0, false, new MATH.Vec2(4, 6))
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.add_piece(5, 0, false, new MATH.Vec2(4, 6))
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@ -364,5 +401,5 @@ const GAME_CONFIGS = {
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.add_piece(2, 0, false, new MATH.Vec2(6, 5))
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.add_piece(2, 0, false, new MATH.Vec2(6, 5))
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.add_piece(0, 1, false, new MATH.Vec2(1, 4))
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.add_piece(0, 1, false, new MATH.Vec2(1, 4))
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.add_piece(2, 0, true, new MATH.Vec2(0, 3))
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.add_piece(2, 0, true, new MATH.Vec2(0, 3))
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)
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),
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};
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};
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@ -611,7 +611,7 @@ const INTERFACE = {
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let is_check = (GAME_DATA.state.check != 0 || GAME_DATA.state.code == GAME.Const.State.Checkmate)
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let is_check = (GAME_DATA.state.check != 0 || GAME_DATA.state.code == GAME.Const.State.Checkmate)
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&& piece !== null
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&& piece !== null
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&& piece.piece == GAME.Const.PieceId.Heart
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&& piece.piece == GAME.Const.PieceId.Heart
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&& piece.player == ((GAME_DATA.turn + GAME_DATA.config.rules.reverse) & 1);
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&& tile.checking;
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let background_color = null;
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let background_color = null;
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let border_color = null;
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let border_color = null;
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@ -668,7 +668,25 @@ const SCENES = {
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], []);
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], []);
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} else {
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} else {
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UI.mainmenu_guide("guide_" + data, true);
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UI.mainmenu_guide("guide_" + data, true);
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UI.mainnav([], []);
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switch(data) {
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case "check": {
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UI.mainnav([
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UI.button("1", () => { INTERFACE.load(GAME_CONFIGS.Guide_Check); }),
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UI.button("2", () => { INTERFACE.load(GAME_CONFIGS.Guide_Check2); }),
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UI.button("3", () => { INTERFACE.load(GAME_CONFIGS.Guide_Check3); }),
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], []);
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} break;
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case "checkmate": {
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UI.mainnav([
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UI.button("Ex", () => { INTERFACE.load(GAME_CONFIGS.Guide_Checkmate); }),
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UI.button("1", () => { INTERFACE.load(GAME_CONFIGS.Guide_Trial1); }),
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], []);
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} break;
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default: {
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UI.mainnav([], []);
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}
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}
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switch(data) {
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switch(data) {
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case "drop": config = GAME_CONFIGS.Guide_Drop; break;
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case "drop": config = GAME_CONFIGS.Guide_Drop; break;
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