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14.8 kB
| // Chess Game for Retro Arcade - with AI Opponent | |
| 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 = []; | |
| this.aiPlayer = 'black'; | |
| this.aiThinking = false; | |
| this.validMoves = []; | |
| } | |
| 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 valid moves | |
| if (this.validMoves.some(m => m.row === row && m.col === col)) { | |
| this.ctx.fillStyle = 'rgba(0, 255, 0, 0.3)'; | |
| 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.textAlign = 'left'; | |
| let statusText = `Current: ${this.currentPlayer}`; | |
| if (this.aiThinking) statusText += ' (AI thinking...)'; | |
| this.ctx.fillText(statusText, 20, this.canvas.height - 10); | |
| if (this.gameOver) { | |
| this.ctx.fillStyle = 'rgba(0,0,0,0.7)'; | |
| this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height); | |
| this.ctx.fillStyle = '#FFD700'; | |
| this.ctx.font = '30px Arial'; | |
| this.ctx.textAlign = 'center'; | |
| const winner = this.currentPlayer === 'white' ? 'Black' : 'White'; | |
| this.ctx.fillText(`${winner} Wins!`, this.canvas.width/2, this.canvas.height/2 - 20); | |
| this.ctx.font = '16px Arial'; | |
| this.ctx.fillText('Click Restart to play again', this.canvas.width/2, this.canvas.height/2 + 20); | |
| } | |
| } | |
| 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 || this.aiThinking || this.currentPlayer === this.aiPlayer) 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.selectedPiece = null; | |
| this.validMoves = []; | |
| this.currentPlayer = this.aiPlayer; | |
| this.draw(); | |
| // Trigger AI after a short delay | |
| setTimeout(() => this.makeAIMove(), 300); | |
| } else { | |
| this.selectedPiece = null; | |
| this.validMoves = []; | |
| } | |
| } else if (piece && piece.color === this.currentPlayer) { | |
| this.selectedPiece = { row, col, piece }; | |
| this.validMoves = this.getValidMovesForPiece(row, col); | |
| } | |
| } | |
| getValidMovesForPiece(row, col) { | |
| const moves = []; | |
| const piece = this.board[row][col]; | |
| if (!piece) return moves; | |
| for (let r = 0; r < 8; r++) { | |
| for (let c = 0; c < 8; c++) { | |
| if (this.isValidMove({row, col, piece}, r, c)) { | |
| moves.push({row: r, col: c}); | |
| } | |
| } | |
| } | |
| return moves; | |
| } | |
| isValidMove(from, toRow, toCol) { | |
| const piece = from.piece; | |
| const rowDiff = Math.abs(toRow - from.row); | |
| const colDiff = Math.abs(toCol - from.col); | |
| if (toRow < 0 || toRow > 7 || toCol < 0 || toCol > 7) return false; | |
| if (from.row === toRow && from.col === toCol) return false; | |
| const targetPiece = this.board[toRow][toCol]; | |
| if (targetPiece && targetPiece.color === piece.color) return false; | |
| // Check path for sliding pieces | |
| if (['rook', 'bishop', 'queen'].includes(piece.type)) { | |
| if (!this.isPathClear(from.row, from.col, toRow, toCol)) 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 this.isPathClear(from.row, from.col, toRow, toCol); | |
| } | |
| } | |
| 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; | |
| } | |
| } | |
| isPathClear(fromRow, fromCol, toRow, toCol) { | |
| const rowStep = Math.sign(toRow - fromRow); | |
| const colStep = Math.sign(toCol - fromCol); | |
| let r = fromRow + rowStep; | |
| let c = fromCol + colStep; | |
| while (r !== toRow || c !== toCol) { | |
| if (this.board[r][c] !== null) return false; | |
| r += rowStep; | |
| c += colStep; | |
| } | |
| return true; | |
| } | |
| 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 | |
| }); | |
| // Check for pawn promotion | |
| if (from.piece.type === 'pawn' && (toRow === 0 || toRow === 7)) { | |
| this.board[toRow][toCol] = { type: 'queen', color: from.piece.color }; | |
| } | |
| // Check for king capture (win condition) | |
| if (this.isKingCaptured()) { | |
| this.gameOver = true; | |
| } | |
| } | |
| isKingCaptured() { | |
| let whiteKing = false; | |
| let blackKing = false; | |
| for (let r = 0; r < 8; r++) { | |
| for (let c = 0; c < 8; c++) { | |
| const p = this.board[r][c]; | |
| if (p && p.type === 'king') { | |
| if (p.color === 'white') whiteKing = true; | |
| else blackKing = true; | |
| } | |
| } | |
| } | |
| return !whiteKing || !blackKing; | |
| } | |
| // ========== AI OPPONENT ========== | |
| makeAIMove() { | |
| if (this.gameOver) return; | |
| this.aiThinking = true; | |
| this.draw(); | |
| // Use setTimeout to allow UI update before AI calculates | |
| setTimeout(() => { | |
| const move = this.findBestMove(3); // Depth 3 for balance | |
| if (move) { | |
| this.movePiece(move.from, move.to.row, move.to.col); | |
| this.currentPlayer = 'white'; | |
| this.aiThinking = false; | |
| this.draw(); | |
| } else { | |
| this.aiThinking = false; | |
| this.draw(); | |
| } | |
| }, 100); | |
| } | |
| findBestMove(depth) { | |
| let bestMove = null; | |
| let bestValue = -Infinity; | |
| const moves = this.getAllPossibleMoves(this.aiPlayer); | |
| for (const move of moves) { | |
| // Make move | |
| const captured = this.board[move.to.row][move.to.col]; | |
| const piece = this.board[move.from.row][move.from.col]; | |
| this.board[move.to.row][move.to.col] = piece; | |
| this.board[move.from.row][move.from.col] = null; | |
| // Evaluate | |
| const value = this.minimax(depth - 1, -Infinity, Infinity, false); | |
| // Undo move | |
| this.board[move.from.row][move.from.col] = piece; | |
| this.board[move.to.row][move.to.col] = captured; | |
| if (value > bestValue) { | |
| bestValue = value; | |
| bestMove = move; | |
| } | |
| } | |
| return bestMove; | |
| } | |
| minimax(depth, alpha, beta, isMaximizing) { | |
| if (depth === 0 || this.isKingCaptured()) { | |
| return this.evaluateBoard(); | |
| } | |
| const player = isMaximizing ? this.aiPlayer : 'white'; | |
| const moves = this.getAllPossibleMoves(player); | |
| if (moves.length === 0) return isMaximizing ? -1000 : 1000; | |
| if (isMaximizing) { | |
| let maxEval = -Infinity; | |
| for (const move of moves) { | |
| const captured = this.board[move.to.row][move.to.col]; | |
| const piece = this.board[move.from.row][move.from.col]; | |
| this.board[move.to.row][move.to.col] = piece; | |
| this.board[move.from.row][move.from.col] = null; | |
| const eval_ = this.minimax(depth - 1, alpha, beta, false); | |
| this.board[move.from.row][move.from.col] = piece; | |
| this.board[move.to.row][move.to.col] = captured; | |
| maxEval = Math.max(maxEval, eval_); | |
| alpha = Math.max(alpha, eval_); | |
| if (beta <= alpha) break; | |
| } | |
| return maxEval; | |
| } else { | |
| let minEval = Infinity; | |
| for (const move of moves) { | |
| const captured = this.board[move.to.row][move.to.col]; | |
| const piece = this.board[move.from.row][move.from.col]; | |
| this.board[move.to.row][move.to.col] = piece; | |
| this.board[move.from.row][move.from.col] = null; | |
| const eval_ = this.minimax(depth - 1, alpha, beta, true); | |
| this.board[move.from.row][move.from.col] = piece; | |
| this.board[move.to.row][move.to.col] = captured; | |
| minEval = Math.min(minEval, eval_); | |
| beta = Math.min(beta, eval_); | |
| if (beta <= alpha) break; | |
| } | |
| return minEval; | |
| } | |
| } | |
| getAllPossibleMoves(color) { | |
| const moves = []; | |
| for (let r = 0; r < 8; r++) { | |
| for (let c = 0; c < 8; c++) { | |
| const piece = this.board[r][c]; | |
| if (piece && piece.color === color) { | |
| for (let tr = 0; tr < 8; tr++) { | |
| for (let tc = 0; tc < 8; tc++) { | |
| if (this.isValidMove({row: r, col: c, piece}, tr, tc)) { | |
| moves.push({ | |
| from: {row: r, col: c, piece}, | |
| to: {row: tr, col: tc} | |
| }); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| return moves; | |
| } | |
| evaluateBoard() { | |
| const pieceValues = { | |
| 'pawn': 100, | |
| 'knight': 320, | |
| 'bishop': 330, | |
| 'rook': 500, | |
| 'queen': 900, | |
| 'king': 20000 | |
| }; | |
| let score = 0; | |
| for (let r = 0; r < 8; r++) { | |
| for (let c = 0; c < 8; c++) { | |
| const piece = this.board[r][c]; | |
| if (piece) { | |
| const value = pieceValues[piece.type] || 0; | |
| if (piece.color === this.aiPlayer) { | |
| score += value; | |
| // Bonus for advanced pawns | |
| if (piece.type === 'pawn') { | |
| score += (piece.color === 'black' ? r : (7 - r)) * 10; | |
| } | |
| } else { | |
| score -= value; | |
| } | |
| } | |
| } | |
| } | |
| return score; | |
| } | |
| } | |
| // Export for use in main games.js | |
| if (typeof module !== 'undefined' && module.exports) { | |
| module.exports = ChessGame; | |
| } |