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H. G. Muller wrote on Sun, Jan 7 06:29 PM UTC in reply to François Houdebert from 05:53 PM:

Snake: When the Snake does a non jumping "Knight" move (2,1) to its right, and only in this case, it starts by the diagonal step prior to the vertical one, which is wrong.

I noticed that too. I made some changes now (and already pushed those), both to the cbMoveMidZ default for grid boards, and the animation routine that uses it in base-view.js. This should cure any problems the previous animation patch had with hex boards. (Assuming no one would use jump heights -1 or -2 there.) And as far as I could see it now does all Griffon/Ship and Rhino/Snake moves correctly. As to the Osprey and the Unicorno there still is a problem that it makes the first leg a slide too, even though it really is a jump. In both cases over the Wazir squares.

It is a bit hard to let cbMoveMidZ tell the animation routine that the first leg is a (possibly oblique) jump, as the animation works purely in pixel coordinates, not in terms of board squares. Perhaps I should allow fractions on the -1 or -2 that request bent trajectories, for indicating at fraction of the long side of the rectangle containing the move would be the start of the animation, and possibly jump there if that is not immediate. E.g. a Snake (2,3) move would require a hop height -2 for ordering an orthogonal-first bent trajectory (so via (0,1)). But if it was a Unicorno using a hop height -2.666 could be taken to mean that the slide starts at 2/3 of the 3, i.e. at (1,2), and (ideally) that it should first jump there.


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