1.5.5
This commit is contained in:
parent
f3a87bed83
commit
3a0bcb42a3
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@ -1 +1,3 @@
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1.5.5
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塔防模式
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修复若干bug
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@ -384,11 +384,14 @@ character.refresh={
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init:function(player){
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player.storage.reqianxun2=[];
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},
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trigger:{target:'useCardToBegin',player:'judgeAfter'},
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trigger:{target:'useCardToBegin',player:'judgeBefore'},
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filter:function(event,player){
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if(player.num('h')==0) return false;
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if(event.parent.name=='phaseJudge'){
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return event.result.judge!=0;
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if(lib.skill.reqianxun.trigger.player=='judgeBefore'){
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return true;
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}
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return event.result&&event.result.judge!=0;
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}
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if(event.name=='judge') return false;
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if(event.targets&&event.targets.length>1) return false;
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59
game/game.js
59
game/game.js
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@ -1410,6 +1410,16 @@
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'12':'大',
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}
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},
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tafang_difficulty:{
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name:'战斗难度',
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init:'2',
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frequent:true,
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item:{
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'1':'简单',
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'2':'普通',
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'3':'困难',
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}
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},
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chess_leader_save:{
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name:'选择历程',
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init:'save1',
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@ -1669,11 +1679,12 @@
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'金钱可以用来招募随机武将,招到已有武将,或遣返不需要的武将时可得到招募令<li>'+
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'战斗中有君主出场时可招降敌将,成功率取决于敌将的稀有度、剩余体力值以及手牌数。成功后战斗立即结束且没有金钱奖励。每发动一次招降,无论成功还是失败,都会扣除10招募令<li>'+
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'挑战武将会与该武将以及与其强度相近的武将进行战斗,敌方人数与我方出场人数相同,但不少于3。胜利后可通过招募令招募该武将<li>'+
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'竞技场:<br>随机选择9名武将,每次派出1〜3名武将参战。战斗中阵亡的武将不能再次上场。<br><br>战斗后武将进入疲劳状态,若立即再次出场则初始体力值-1。<br><br>战斗中本方武将行动时可召唤后援,令一名未出场的已方武将加入战斗。后援武将在战斗结束后无论存活与否均不能再次出场<br><br>当取得12场胜利或所有武将全部阵亡后结束,并根据胜场数获得随机奖励'+
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'竞技场:<br>随机选择9名武将,每次派出1〜3名武将参战。战斗中阵亡的武将不能再次上场。<br><br>战斗后武将进入疲劳状态,若立即再次出场则初始体力值-1。<br><br>战斗中本方武将行动时可召唤后援,令一名未出场的已方武将加入战斗。后援武将在战斗结束后无论存活与否均不能再次出场<br><br>当取得12场胜利或所有武将全部阵亡后结束,并根据胜场数获得随机奖励</ul>'+
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'<div style="margin:10px">塔防模式</div><ul style="margin-top:0"><li>阻上敌人到达最下方的出口,坚持到给定的回合数即获得胜利<li>'+
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'在1~10回合,每轮将新增1名敌人,11~20回合,每轮将新增2名敌人,20回合后每轮将增加3名敌人<li>'+
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'每轮可分配10个行动点,用来布置机关、招募武将,或令武将行动。未用完的行动点将减半并累积到下一轮<li>'+
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'战场上最多出现3个相同的机关,每个机关在置入战场3轮后消失。战场上最多招募10名友方角色。',
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'每轮可获得10个行动点,用来布置机关、招募武将,或令武将行动。游戏难度将影响不同操作消耗的行动点数。未用完的行动点将减半并累积到下一轮<li>'+
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'每一轮在最上方的一个随机位置增加一名敌人,若最上方已有角色,则将其下移一格<li>'+
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'战场上最多出现3个相同的机关,每个机关在置入战场3轮后消失。战场上最多招募10名友方角色。<li>'+
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'敌方角色到达底部出口时游戏失败,已方角色到达底部出口,将被移出游戏',
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'炉石模式':'<ul><li>游戏流程类似1v1,场上有两名主将进行对抗'+
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'<li>主将出牌阶段的出牌数量(行动值)有上限,先手为2,后手为3,装备牌不计入出牌上限<li>游戏每进行一轮,主将的出牌上限+1,超过6时减至2并重新累加'+
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'<li>牌堆中随机加入总量1/3的随从牌,使用之可召唤一个随从,随从出场时背面朝上。每一方在场的随从数不能超过4<li>随从于摸牌阶段摸牌基数为1,随从的随从牌均视为闪,装备牌均视为杀<li>'+
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@ -1688,7 +1699,12 @@
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node._poppedfunc=func;
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node._poppedwidth=width;
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node._poppedheight=height;
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node.addEventListener(lib.config.touchscreen?'touchstart':'mouseenter',ui.click.hoverpopped);
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if(lib.config.touchscreen){
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node.listen(ui.click.hoverpopped);
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}
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else{
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node.addEventListener('mouseenter',ui.click.hoverpopped);
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}
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},
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placePoppedDialog:function(dialog,e){
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if(e.touches&&e.touches[0]){
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@ -3882,12 +3898,14 @@
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if(lib.config.touchscreen){
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lib.setLongPress(this,ui.click.intro);
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}
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else if(lib.config.hover_all){
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else{
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if(lib.config.hover_all){
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lib.setHover(this,ui.click.hoverplayer);
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}
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if(lib.config.right_info){
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this.oncontextmenu=ui.click.rightplayer;
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}
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}
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var name=get.translation(character);
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this.node.name.innerHTML='';
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if(!lib.config.show_name){
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@ -5580,12 +5598,14 @@
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if(lib.config.touchscreen){
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lib.setLongPress(node,ui.click.intro);
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}
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else if(lib.config.hover_all){
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else{
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if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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if(lib.config.right_info){
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node.oncontextmenu=ui.click.rightplayer;
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}
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}
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return node;
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},
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mark:function(name,info,skill){
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@ -5625,12 +5645,14 @@
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if(lib.config.touchscreen){
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lib.setLongPress(node,ui.click.intro);
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}
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else if(lib.config.hover_all){
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else{
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if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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if(lib.config.right_info){
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node.oncontextmenu=ui.click.rightplayer;
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}
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}
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return node;
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}
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},
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@ -8296,6 +8318,14 @@
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if(player){
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player.delete();
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delete game.playerMap[player.dataset.position];
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game.players.remove(player);
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for(var i=0;i<ui.phasequeue.length;i++){
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if(ui.phasequeue[i].link==player){
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ui.phasequeue[i].remove();
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ui.phasequeue.splice(i,1);
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break;
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}
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}
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}
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},
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addChessPlayer:function(content){
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@ -13146,13 +13176,15 @@
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if(lib.config.touchscreen){
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lib.setLongPress(node,ui.click.intro);
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}
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else if(lib.config.hover_all){
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else{
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if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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if(lib.config.right_info){
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node.oncontextmenu=ui.click.rightplayer;
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}
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}
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}
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if(infoitem[1]){
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node.node.group.innerHTML='<div>'+get.translation(infoitem[1])+'</div>';
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node.node.group.style.backgroundColor=get.translation(infoitem[1]+'Color');
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@ -13319,13 +13351,15 @@
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if(lib.config.touchscreen){
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lib.setLongPress(node,ui.click.intro);
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}
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else if(lib.config.hover_all){
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else{
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if(lib.config.hover_all){
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lib.setHover(node,ui.click.hoverplayer);
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}
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if(lib.config.right_info){
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node.oncontextmenu=ui.click.rightplayer;
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}
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}
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}
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node.storage={};
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if(info!='noclick'){
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node.addEventListener(lib.config.touchscreen?'touchend':'click',ui.click.card);
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@ -13550,7 +13584,9 @@
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}
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uiintro.style.left=left+'px';
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uiintro._poppedorigin=this;
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uiintro.addEventListener(lib.config.touchscreen?'touchend':'mouseleave',ui.click.leavehoverpopped);
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if(!lib.config.touchscreen){
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uiintro.addEventListener('mouseleave',ui.click.leavehoverpopped);
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}
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},
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leavehoverpopped:function(){
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if(_status.dragged) return;
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@ -15065,6 +15101,7 @@
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return false;
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},
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right:function(){
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if(lib.config.touchscreen) return;
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if(_status.noright){
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_status.noright=false;
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return false;
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159
mode/chess.js
159
mode/chess.js
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@ -43,6 +43,7 @@ mode.chess={
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for(var j=1-num+Math.abs(i);j<num-Math.abs(i);j++){
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if(this.movable(i,j)){
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var grid=ui.create.playergrid(this,i,j);
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if(grid){
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grids.push(grid);
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if(typeof move=='function'){
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grid.listen(move);
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@ -57,6 +58,7 @@ mode.chess={
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}
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}
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}
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}
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return grids;
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},
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chooseToMove:function(num,prompt){
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if(get.config('chess_mode')=='tafang'&&!_status.video){
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if(_status.tafangend.contains(this.dataset.position)){
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if(_status.enemies.contains(this)){
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game.over(false);
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}
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else{
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this.delete();
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delete lib.posmap[this];
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game.players.remove(this);
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_status.friends.remove(this);
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this.classList.add('dead');
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if(this==game.me){
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if(_status.friends.length==0){
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ui.fakeme.hide();
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this.node.handcards1.delete();
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this.node.handcards2.delete();
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game.me=ui.create.player();
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game.me.side=true;
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}
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else{
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game.modeSwapPlayer(_status.friends[0]);
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}
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}
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for(var i=0;i<ui.phasequeue.length;i++){
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if(ui.phasequeue[i].link==this){
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ui.phasequeue[i].remove();
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ui.phasequeue.splice(i,1);
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break;
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}
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}
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game.addVideo('deleteChessPlayer',this);
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}
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}
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}
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return this;
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},
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@ -830,7 +861,7 @@ mode.chess={
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next.content=function(){
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'step 0'
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_status.turnCount++;
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ui.turnCount.innerHTML='回合'+get.cnNumber(_status.turnCount);
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ui.turnCount.innerHTML='回合'+get.cnNumber(_status.turnCount,true);
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var dialog=ui.create.dialog('剩余行动点:'+(10+_status.remainingCount),'hidden');
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dialog.style.height='260px';
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dialog.style.top='calc(50% - 140px)';
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@ -840,6 +871,7 @@ mode.chess={
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var list=_status.characterList.splice(0,6);
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var map={};
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map.bufang=ui.create.buttons(lib.mechlist,'character',dialog.content);
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var difficulty=parseInt(get.config('tafang_difficulty'));
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for(var i=0;i<map.bufang.length;i++){
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var button=map.bufang[i];
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button.node.intro.classList.add('showintro');
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@ -847,12 +879,12 @@ mode.chess={
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if(button.link=='chess_mech_nengliangqiu'||
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button.link=='chess_mech_guangmingquan'||
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button.link=='chess_mech_jiguanren'){
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button.node.intro.innerHTML='三';
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button.count=3;
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button.count=difficulty+1;
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button.node.intro.innerHTML=get.cnNumber(button.count,true);
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}
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else{
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button.node.intro.innerHTML='四';
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button.count=4;
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button.count=difficulty+2;
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button.node.intro.innerHTML=get.cnNumber(button.count,true);
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}
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button._link='布防';
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}
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@ -861,8 +893,8 @@ mode.chess={
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var button=map.zhaomu[i];
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button.node.intro.classList.add('showintro');
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button.node.intro.classList.add('tafang');
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button.node.intro.innerHTML='六';
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button.count=6;
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button.count=difficulty+4;
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button.node.intro.innerHTML=get.cnNumber(button.count,true);
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button._link='招募';
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}
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if(_status.friends.length){
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@ -871,8 +903,13 @@ mode.chess={
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var button=map.xingdong[i];
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button.node.intro.classList.add('showintro');
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button.node.intro.classList.add('tafang');
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button.node.intro.innerHTML='二';
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if(difficulty<2){
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button.count=1;
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}
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else{
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button.count=2;
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}
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button.node.intro.innerHTML=get.cnNumber(button.count,true);
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button._link='行动';
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}
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}
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@ -964,6 +1001,9 @@ mode.chess={
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});
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if(!_status.friends.length){
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event.control.lastChild.style.opacity=0.5;
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if(_status.lastTafangCommand=='行动'){
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_status.lastTafangCommand='招募';
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}
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}
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if(_status.friends.length>=ui.chesswidth){
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event.control.childNodes[1].style.opacity=0.5;
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@ -972,6 +1012,7 @@ mode.chess={
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}
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}
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_status.imchoosing=true;
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ui.auto.hide();
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var eventdong=function(){
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var selected=dialog.querySelectorAll('.button.selected');
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event.bufang=[];
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@ -1049,7 +1090,6 @@ mode.chess={
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delete event.bufang;
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}
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'step 3'
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_status.imchoosing=false;
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if(event.dialog){
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event.dialog.close();
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delete event.dialog;
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@ -1078,7 +1118,7 @@ mode.chess={
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if(event.zhaomu.length){
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event.currentZhaomu=event.zhaomu.shift();
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event.dialog=ui.create.dialog('选择一个位置安排【'+get.translation(event.currentZhaomu)+'】');
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var size=ui.chesswidth*ui.chessheight;
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var size=ui.chesswidth*(ui.chessheight-1);
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var clickGrid=function(){
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var player=game.addChessPlayer(event.currentZhaomu,false,4,this.dataset.position);
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_status.friends.push(player);
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@ -1100,7 +1140,7 @@ mode.chess={
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}
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if(!event.playergrids){
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event.playergrids=[]
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for(var i=0;i<size;i++){
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for(var i=ui.chesswidth;i<size;i++){
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if(!lib.posmap[i.toString()]){
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var grid=ui.create.div('.player.minskin.playerblank.glow',clickGrid,ui.chess);
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grid.animate('start');
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@ -1122,19 +1162,10 @@ mode.chess={
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else{
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delete event.zhaomu;
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}
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game.delay();
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'step 5'
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_status.imchoosing=false;
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for(var i=7;i>=0;i--){
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for(var j=0;j<ui.chesswidth;j++){
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var player=lib.posmap[i*ui.chesswidth+j];
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if(player&&game.players.contains(player)){
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player.moveDown();
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}
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}
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}
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ui.auto.show();
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game.delay();
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'step 6'
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if(event.dialog){
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event.dialog.close();
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delete event.dialog;
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@ -1146,6 +1177,29 @@ mode.chess={
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delete event.playergrids;
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}
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delete event.currentZhaomu;
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'step 6'
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var shalldelay=false;
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for(var i=0;i<ui.chesswidth;i++){
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if(lib.posmap[i]&&game.players.contains(lib.posmap[i])){
|
||||
for(var j=0;j<ui.chessheight;j++){
|
||||
var pos=i+j*ui.chesswidth;
|
||||
if(lib.posmap[pos]&&lib.posmap[pos].movable(0,1)){
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(j<ui.chessheight){
|
||||
shalldelay=true;
|
||||
for(var k=j;k>=0;k--){
|
||||
var pos=i+k*ui.chesswidth;
|
||||
if(lib.posmap[pos]){
|
||||
lib.posmap[pos].moveDown();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(shalldelay) game.delay();
|
||||
'step 7'
|
||||
event.justadded=[];
|
||||
if(_status.characterList.length){
|
||||
if(_status.enemies.length<ui.chesswidth*2){
|
||||
|
@ -1165,33 +1219,42 @@ mode.chess={
|
|||
}
|
||||
game.delay();
|
||||
}
|
||||
if(_status.turnCount>=10&&list1.length){
|
||||
var enemy=game.addChessPlayer(_status.characterList.shift(),true,4,list1.randomRemove());
|
||||
_status.enemies.push(enemy);
|
||||
event.justadded.push(enemy.name);
|
||||
}
|
||||
if(_status.turnCount>=20&&list1.length){
|
||||
var enemy=game.addChessPlayer(_status.characterList.shift(),true,4,list1.randomRemove());
|
||||
_status.enemies.push(enemy);
|
||||
event.justadded.push(enemy.name);
|
||||
}
|
||||
// var difficulty=get.config('tafang_difficulty');
|
||||
// if(_status.turnCount>=10&&list1.length&&difficulty>1){
|
||||
// var enemy=game.addChessPlayer(_status.characterList.shift(),true,4,list1.randomRemove());
|
||||
// _status.enemies.push(enemy);
|
||||
// event.justadded.push(enemy.name);
|
||||
// }
|
||||
// if(_status.turnCount>=20&&list1.length&&difficulty>1){
|
||||
// var enemy=game.addChessPlayer(_status.characterList.shift(),true,4,list1.randomRemove());
|
||||
// _status.enemies.push(enemy);
|
||||
// event.justadded.push(enemy.name);
|
||||
// }
|
||||
// if(list1.length&&difficulty>2){
|
||||
// var enemy=game.addChessPlayer(_status.characterList.shift(),true,4,list1.randomRemove());
|
||||
// _status.enemies.push(enemy);
|
||||
// event.justadded.push(enemy.name);
|
||||
// }
|
||||
}
|
||||
}
|
||||
else{
|
||||
game.over(true);
|
||||
}
|
||||
'step 7'
|
||||
'step 8'
|
||||
if(event.xingdong.length){
|
||||
event.xingdong.shift().phase();
|
||||
var toact=event.xingdong.shift();
|
||||
if(game.players.contains(toact)){
|
||||
toact.phase();
|
||||
}
|
||||
event.redo();
|
||||
}
|
||||
else{
|
||||
event.xingdong=_status.enemies.slice(0);
|
||||
}
|
||||
'step 8'
|
||||
'step 9'
|
||||
if(event.xingdong.length){
|
||||
var enemy=event.xingdong.shift();
|
||||
if(!event.justadded.contains(enemy.name)){
|
||||
if(!event.justadded.contains(enemy.name)&&game.players.contains(enemy)){
|
||||
enemy.phase();
|
||||
}
|
||||
event.redo();
|
||||
|
@ -1199,7 +1262,7 @@ mode.chess={
|
|||
else{
|
||||
event.mechlist=game.treasures.slice(0);
|
||||
}
|
||||
'step 9'
|
||||
'step 10'
|
||||
if(event.mechlist.length){
|
||||
var mech=event.mechlist.shift();
|
||||
var info=lib.skill[mech.name+'_skill'];
|
||||
|
@ -1225,7 +1288,7 @@ mode.chess={
|
|||
}
|
||||
event.redo();
|
||||
}
|
||||
'step 10'
|
||||
'step 11'
|
||||
delete event.xingdong;
|
||||
delete event.mechlist;
|
||||
if(_status.turnCount>=_status.turnTotal){
|
||||
|
@ -3734,9 +3797,10 @@ mode.chess={
|
|||
}
|
||||
if(list.length){
|
||||
game.log('光明泉发动');
|
||||
var target=list.randomGet();
|
||||
target.recover();
|
||||
player.line(target,'green');
|
||||
player.line(list,'green');
|
||||
while(list.length){
|
||||
list.shift().recover();
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -5335,14 +5399,19 @@ mode.chess={
|
|||
chess_mech_gongchengche_skill_info:'每一轮对距离2格以内的一名随机敌方角色造成1点火焰伤害,并将目标击退1格',
|
||||
chess_mech_guangmingquan:'光明泉',
|
||||
chess_mech_guangmingquan_skill:'圣疗',
|
||||
chess_mech_guangmingquan_skill_info:'每一轮令距离2格以内的一名随机友方角色回复一点体力',
|
||||
chess_mech_guangmingquan_skill_info:'每一轮令距离2格以内的所有友方角色各回复一点体力',
|
||||
},
|
||||
ui:{
|
||||
create:{
|
||||
playergrid:function(player,x,y){
|
||||
var pos=player.getDataPos(x,y);
|
||||
if(get.config('chess_mode')=='tafang'){
|
||||
if(pos<ui.chesswidth) return false;
|
||||
if(pos/ui.chesswidth>=ui.chessheight-1) return false;
|
||||
}
|
||||
var node=ui.create.div('.player.minskin.playergrid',player.parentNode);
|
||||
node.link=player;
|
||||
node.dataset.position=player.getDataPos(x,y);
|
||||
node.dataset.position=pos;
|
||||
return node;
|
||||
},
|
||||
fakeme:function(){
|
||||
|
@ -5356,10 +5425,8 @@ mode.chess={
|
|||
click:{
|
||||
playergrid:function(){
|
||||
if(!_status.paused) return;
|
||||
delete lib.posmap[this.link.dataset.position];
|
||||
game.addVideo('moveTox',this.link,this.dataset.position);
|
||||
this.link.dataset.position=this.dataset.position;
|
||||
lib.posmap[this.link.dataset.position]=this.link;
|
||||
var pos=parseInt(this.dataset.position);
|
||||
this.link.moveTo(pos%ui.chesswidth,Math.floor(pos/ui.chesswidth));
|
||||
if(ui.movegrids){
|
||||
while(ui.movegrids.length){
|
||||
ui.movegrids.shift().delete();
|
||||
|
|
Loading…
Reference in New Issue