retro-arcade-games / chess.js
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// Chess Game for Retro Arcade
class ChessGame {
constructor(canvas, ctx) {
this.canvas = canvas;
this.ctx = ctx;
this.boardSize = Math.min(canvas.width, canvas.height) - 40;
this.squareSize = this.boardSize / 8;
this.board = this.initializeBoard();
this.selectedPiece = null;
this.currentPlayer = 'white';
this.gameOver = false;
this.moveHistory = [];
}
initializeBoard() {
const board = [];
for (let row = 0; row < 8; row++) {
board[row] = [];
for (let col = 0; col < 8; col++) {
board[row][col] = this.getInitialPiece(row, col);
}
}
return board;
}
getInitialPiece(row, col) {
if (row === 1) return { type: 'pawn', color: 'black' };
if (row === 6) return { type: 'pawn', color: 'white' };
if (row === 0 || row === 7) {
const color = row === 0 ? 'black' : 'white';
const pieces = ['rook', 'knight', 'bishop', 'queen', 'king', 'bishop', 'knight', 'rook'];
return { type: pieces[col], color: color };
}
return null;
}
draw() {
this.ctx.fillStyle = '#8B4513';
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
// Draw board
for (let row = 0; row < 8; row++) {
for (let col = 0; col < 8; col++) {
const x = col * this.squareSize + 20;
const y = row * this.squareSize + 20;
// Square color
this.ctx.fillStyle = (row + col) % 2 === 0 ? '#D2B48C' : '#8B4513';
this.ctx.fillRect(x, y, this.squareSize, this.squareSize);
// Highlight selected piece
if (this.selectedPiece && this.selectedPiece.row === row && this.selectedPiece.col === col) {
this.ctx.strokeStyle = '#FFD700';
this.ctx.lineWidth = 3;
this.ctx.strokeRect(x, y, this.squareSize, this.squareSize);
}
// Draw piece
const piece = this.board[row][col];
if (piece) {
this.drawPiece(piece, x, y);
}
}
}
// Draw game info
this.ctx.fillStyle = '#FFF';
this.ctx.font = '16px Arial';
this.ctx.fillText(`Current: ${this.currentPlayer}`, 20, this.canvas.height - 10);
if (this.gameOver) {
this.ctx.fillStyle = 'rgba(0,0,0,0.7)';
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
this.ctx.fillStyle = '#FFD700';
this.ctx.font = '30px Arial';
this.ctx.textAlign = 'center';
this.ctx.fillText('Game Over!', this.canvas.width/2, this.canvas.height/2);
}
}
drawPiece(piece, x, y) {
this.ctx.font = `${this.squareSize * 0.7}px Arial`;
this.ctx.textAlign = 'center';
this.ctx.textBaseline = 'middle';
const pieces = {
'king': '♔', 'queen': '♕', 'rook': '♖',
'bishop': '♗', 'knight': '♘', 'pawn': '♙'
};
this.ctx.fillStyle = piece.color === 'white' ? '#FFF' : '#000';
this.ctx.fillText(
pieces[piece.type],
x + this.squareSize/2,
y + this.squareSize/2
);
}
handleClick(x, y) {
if (this.gameOver) return;
const col = Math.floor((x - 20) / this.squareSize);
const row = Math.floor((y - 20) / this.squareSize);
if (col < 0 || col > 7 || row < 0 || row > 7) return;
const piece = this.board[row][col];
if (this.selectedPiece) {
// Try to move
if (this.isValidMove(this.selectedPiece, row, col)) {
this.movePiece(this.selectedPiece, row, col);
this.currentPlayer = this.currentPlayer === 'white' ? 'black' : 'white';
}
this.selectedPiece = null;
} else if (piece && piece.color === this.currentPlayer) {
this.selectedPiece = { row, col, piece };
}
}
isValidMove(from, toRow, toCol) {
const piece = from.piece;
const rowDiff = Math.abs(toRow - from.row);
const colDiff = Math.abs(toCol - from.col);
// Basic validation (simplified chess rules)
if (toRow < 0 || toRow > 7 || toCol < 0 || toCol > 7) return false;
const targetPiece = this.board[toRow][toCol];
if (targetPiece && targetPiece.color === piece.color) return false;
switch(piece.type) {
case 'pawn':
const direction = piece.color === 'white' ? -1 : 1;
if (colDiff === 0 && !targetPiece) {
if (toRow === from.row + direction) return true;
if ((from.row === 6 || from.row === 1) && toRow === from.row + 2 * direction) return true;
}
if (colDiff === 1 && toRow === from.row + direction && targetPiece) return true;
return false;
case 'rook':
return (rowDiff === 0 || colDiff === 0);
case 'bishop':
return rowDiff === colDiff;
case 'queen':
return (rowDiff === 0 || colDiff === 0 || rowDiff === colDiff);
case 'king':
return rowDiff <= 1 && colDiff <= 1;
case 'knight':
return (rowDiff === 2 && colDiff === 1) || (rowDiff === 1 && colDiff === 2);
default:
return false;
}
}
movePiece(from, toRow, toCol) {
this.board[toRow][toCol] = from.piece;
this.board[from.row][from.col] = null;
this.moveHistory.push({
from: { row: from.row, col: from.col },
to: { row: toRow, col: toCol },
piece: from.piece
});
}
}
// Export for use in main games.js
if (typeof module !== 'undefined' && module.exports) {
module.exports = ChessGame;
}