• Hey gordon,

    I managed to implement the background counting of movesleft. I've used the setinterval function todo this. And now we can keep on playing immediatly after a move was done and it will update the movesleft value once it has done calculating them. I just call the GameLoop one more time to verify if it is a winning game and draw the results basically my code looks like this now :

    //procedure that starts the movesLeftIter function using an interval to loop over
    //all pegs
    function movesLeft() {
     if(movesLeftTimer)
        clearInterval(movesLeftTimer);
      movesLeftCount = 0;
      pegsLeft = 0;
      movesLeftX = 0;
      movesLeftY = 0;
      movesLeftTimer = setInterval(movesLeftIter, 0);
    }
    
    // procedure that calculates how many moves are possible in the current board state for 1 Peg
    // we can simply do this by checking all parts and see if they can move to all directions
    // the canmoveto method in CPegs is does all the checking
    function movesLeftIter() {
      //print (BoardParts.Items[Y][X]);
      // if there is a boardpart on that X,Y Coordinate
      // check all direction if we can move to that if so increases the movesleft
      if (BoardParts.Items[movesLeftY][movesLeftX­]) {
        if (BoardParts.Items[movesLeftY][movesLeftX­].AnimPhase < 2) {
          pegsLeft++;
          movesLeftCount += CPeg_CanMoveTo(BoardParts.Items[movesLef­tY][movesLeftX], movesLeftX + 2, movesLeftY, false);
          movesLeftCount += CPeg_CanMoveTo(BoardParts.Items[movesLef­tY][movesLeftX], movesLeftX - 2, movesLeftY, false);
          movesLeftCount += CPeg_CanMoveTo(BoardParts.Items[movesLef­tY][movesLeftX], movesLeftX, movesLeftY - 2, false);
          movesLeftCount += CPeg_CanMoveTo(BoardParts.Items[movesLef­tY][movesLeftX], movesLeftX, movesLeftY + 2, false);
          movesLeftCount += CPeg_CanMoveTo(BoardParts.Items[movesLef­tY][movesLeftX], movesLeftX + 2, movesLeftY - 2, false);
          movesLeftCount += CPeg_CanMoveTo(BoardParts.Items[movesLef­tY][movesLeftX], movesLeftX + 2, movesLeftY + 2, false);
          movesLeftCount += CPeg_CanMoveTo(BoardParts.Items[movesLef­tY][movesLeftX], movesLeftX - 2, movesLeftY + 2, false);
          movesLeftCount += CPeg_CanMoveTo(BoardParts.Items[movesLef­tY][movesLeftX], movesLeftX - 2, movesLeftY - 2, false);
        }
      }
      movesLeftX++;
      if(movesLeftX == NROFCOLS)
      {
        movesLeftY++;
        if((movesLeftY == NROFROWS) && (movesLeftX == NROFCOLS))
        {
          clearInterval(movesLeftTimer);
          prevMovesLeftCount = movesLeftCount;
          prevPegsLeft = pegsLeft;
          if(GameState == GSGAME)
            loop();
          return;
        }
        movesLeftX = 0;
      }
    }
    

    and that seems to work fine

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