User prompt
separate visual sources of black and white stones
Code edit (1 edits merged)
Please save this source code
User prompt
Auto Chess Master
Initial prompt
"Automatic chess" generally refers to a chess system where the moves, or at least one side's moves, are handled by an Artificial Intelligence (AI). This can manifest in several ways: AI as an Opponent: This is the most common form. A human player plays against a chess engine (the AI). The AI analyzes the board, calculates potential moves, and selects what it determines to be the best move. This is the core of most online chess platforms and dedicated computer chess programs. Automated Physical Chessboards: These are physical chess sets that can move the pieces themselves. They integrate AI to play against a human. When the human makes a move, the board senses it, and then the AI calculates its response. Robotic mechanisms (like an XY table with a magnet) then physically move the AI's pieces on the board. This creates a tangible, interactive experience. AI for Analysis and Coaching: AI in chess is extensively used for analyzing games, identifying strengths and weaknesses, and suggesting optimal moves or strategies. Players can input their past games, and the AI will provide in-depth feedback, highlighting blunders, missed opportunities, and alternative lines of play. Some AI systems can even act as personalized coaches, adapting to a player's skill level and providing real-time hints. AI for Game Design and Variants: AI can be used to explore and balance new chess variants, ensuring fair and strategically rich gameplay. How AI Plays Chess: At its heart, chess AI doesn't "think" like a human. Instead, it relies on complex computational processes: Representing the Board: The chessboard and the positions of all pieces are represented numerically or computationally. Generating Moves: For any given board state, the AI generates all possible legal moves. Game Tree Search: The AI constructs a "game tree," which is a conceptual diagram of possible future moves and their consequences. Each "node" in the tree represents a board position, and the "branches" represent moves. Evaluation Function: A crucial component is the "evaluation function." This function assigns a numerical score to each board position, indicating how "good" that position is for a particular side. This score considers factors like: Material: The value of pieces (e.g., queen > rook > knight/bishop > pawn). King Safety: How well protected the king is. Pawn Structure: The arrangement of pawns. Piece Activity: How well-placed and active the pieces are. Control of the Center: How much influence a side has over the central squares. Search Algorithms: To navigate the enormous game tree, AIs employ search algorithms like: Minimax: This algorithm assumes both players play optimally. It works backward from the predicted end of the game tree, choosing moves that maximize its own score while minimizing the opponent's score. Alpha-Beta Pruning: This is an optimization of minimax. It allows the AI to "prune" (ignore) branches of the game tree that it determines will not lead to a better outcome, significantly speeding up the search. Monte Carlo Tree Search (MCTS): Used by more recent, powerful engines like AlphaZero, MCTS explores the game tree by running many random simulations and uses the results to guide its search, particularly effective in games with very large search spaces. Machine Learning and Neural Networks: Modern chess AIs, like Stockfish (when combined with neural networks) and especially Leela Chess Zero (Lc0), use machine learning and deep neural networks. Instead of being explicitly programmed with evaluation functions, these AIs learn to evaluate board positions and select moves by playing millions of games against themselves. This allows them to develop an "intuition" for chess that can sometimes surprise even human grandmasters. Relationship to Artificial Intelligence: Chess has historically been a significant benchmark for AI research. Early AI Research: Chess provided a well-defined problem domain for early AI researchers to test their theories on search, problem-solving, and heuristic evaluation. Deep Blue's Triumph: IBM's Deep Blue defeating Garry Kasparov in 1997 was a landmark moment, showcasing the power of brute-force computation and specialized hardware in a complex domain. Modern AI Paradigms: The success of AlphaZero (Google's AI that learned chess, Go, and Shogi from scratch, without human knowledge, and surpassed all previous AIs) demonstrated the power of reinforcement learning and deep neural networks in achieving superhuman performance in complex strategic games. This marked a shift from hand-crafted evaluation functions to learning-based approaches. Explainable AI (XAI): While powerful, traditional chess engines often lack explainability. Newer developments in AI, such as DecodeChess, aim to provide human-understandable reasons for the AI's moves, bridging the gap between raw calculation and human comprehension.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ChessPiece = Container.expand(function (type, color, row, col) { var self = Container.call(this); self.pieceType = type; self.pieceColor = color; self.boardRow = row; self.boardCol = col; self.hasMoved = false; var pieceGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); if (color === 'black') { pieceGraphics.tint = 0x333333; } self.down = function (x, y, obj) { if (self.pieceColor === 'white' && currentTurn === 'white') { selectPiece(self); } }; self.moveTo = function (newRow, newCol) { self.boardRow = newRow; self.boardCol = newCol; self.hasMoved = true; var newX = boardStartX + newCol * squareSize + squareSize / 2; var newY = boardStartY + newRow * squareSize + squareSize / 2; tween(self, { x: newX, y: newY }, { duration: 300 }); }; return self; }); var ChessSquare = Container.expand(function (row, col) { var self = Container.call(this); self.row = row; self.col = col; self.isLight = (row + col) % 2 === 0; var squareGraphics = self.attachAsset(self.isLight ? 'lightSquare' : 'darkSquare', { anchorX: 0, anchorY: 0 }); self.highlight = null; self.piece = null; self.down = function (x, y, obj) { handleSquareClick(self.row, self.col); }; self.showHighlight = function (type) { if (self.highlight) { self.removeChild(self.highlight); } var color = type === 'selected' ? 'selectedSquare' : 'highlightSquare'; self.highlight = self.addChild(LK.getAsset(color, { anchorX: 0, anchorY: 0, alpha: 0.7 })); }; self.hideHighlight = function () { if (self.highlight) { self.removeChild(self.highlight); self.highlight = null; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ var boardSize = 8; var squareSize = 225; var boardStartX = (2048 - boardSize * squareSize) / 2; var boardStartY = (2732 - boardSize * squareSize) / 2; var board = []; var pieces = []; var selectedPiece = null; var currentTurn = 'white'; var gameState = 'playing'; // Initialize board squares for (var row = 0; row < boardSize; row++) { board[row] = []; for (var col = 0; col < boardSize; col++) { var square = new ChessSquare(row, col); square.x = boardStartX + col * squareSize; square.y = boardStartY + row * squareSize; board[row][col] = square; game.addChild(square); } } // Initial piece setup var initialSetup = [['rook', 'knight', 'bishop', 'queen', 'king', 'bishop', 'knight', 'rook'], ['pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn'], [null, null, null, null, null, null, null, null], [null, null, null, null, null, null, null, null], [null, null, null, null, null, null, null, null], [null, null, null, null, null, null, null, null], ['pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn'], ['rook', 'knight', 'bishop', 'queen', 'king', 'bishop', 'knight', 'rook']]; // Create pieces for (var row = 0; row < boardSize; row++) { for (var col = 0; col < boardSize; col++) { if (initialSetup[row][col]) { var color = row < 2 ? 'black' : 'white'; var piece = new ChessPiece(initialSetup[row][col], color, row, col); piece.x = boardStartX + col * squareSize + squareSize / 2; piece.y = boardStartY + row * squareSize + squareSize / 2; pieces.push(piece); board[row][col].piece = piece; game.addChild(piece); } } } // Turn indicator var turnText = new Text2('White to move', { size: 80, fill: 0xFFFFFF }); turnText.anchor.set(0.5, 0); turnText.x = 2048 / 2; turnText.y = 100; game.addChild(turnText); function selectPiece(piece) { clearHighlights(); if (selectedPiece === piece) { selectedPiece = null; return; } selectedPiece = piece; board[piece.boardRow][piece.boardCol].showHighlight('selected'); var legalMoves = getLegalMoves(piece); for (var i = 0; i < legalMoves.length; i++) { var move = legalMoves[i]; board[move.row][move.col].showHighlight('legal'); } } function handleSquareClick(row, col) { if (currentTurn !== 'white' || gameState !== 'playing') { return; } if (selectedPiece) { var legalMoves = getLegalMoves(selectedPiece); var isLegalMove = false; for (var i = 0; i < legalMoves.length; i++) { if (legalMoves[i].row === row && legalMoves[i].col === col) { isLegalMove = true; break; } } if (isLegalMove) { makeMove(selectedPiece, row, col); } else { clearHighlights(); selectedPiece = null; } } } function makeMove(piece, toRow, toCol) { var capturedPiece = board[toRow][toCol].piece; // Remove piece from old position board[piece.boardRow][piece.boardCol].piece = null; // Capture enemy piece if present if (capturedPiece) { game.removeChild(capturedPiece); for (var i = pieces.length - 1; i >= 0; i--) { if (pieces[i] === capturedPiece) { pieces.splice(i, 1); break; } } LK.getSound('capture').play(); } else { LK.getSound('move').play(); } // Move piece to new position board[toRow][toCol].piece = piece; piece.moveTo(toRow, toCol); clearHighlights(); selectedPiece = null; // Switch turns currentTurn = currentTurn === 'white' ? 'black' : 'white'; turnText.setText(currentTurn === 'white' ? 'White to move' : 'Black to move'); // Check for game end conditions if (isCheckmate(currentTurn)) { gameState = 'ended'; if (currentTurn === 'white') { LK.showGameOver(); } else { LK.showYouWin(); } } } function clearHighlights() { for (var row = 0; row < boardSize; row++) { for (var col = 0; col < boardSize; col++) { board[row][col].hideHighlight(); } } } function getLegalMoves(piece) { var moves = []; var row = piece.boardRow; var col = piece.boardCol; switch (piece.pieceType) { case 'pawn': var direction = piece.pieceColor === 'white' ? -1 : 1; var startRow = piece.pieceColor === 'white' ? 6 : 1; // Forward move if (isValidSquare(row + direction, col) && !board[row + direction][col].piece) { moves.push({ row: row + direction, col: col }); // Double move from starting position if (row === startRow && !board[row + 2 * direction][col].piece) { moves.push({ row: row + 2 * direction, col: col }); } } // Captures if (isValidSquare(row + direction, col - 1) && board[row + direction][col - 1].piece && board[row + direction][col - 1].piece.pieceColor !== piece.pieceColor) { moves.push({ row: row + direction, col: col - 1 }); } if (isValidSquare(row + direction, col + 1) && board[row + direction][col + 1].piece && board[row + direction][col + 1].piece.pieceColor !== piece.pieceColor) { moves.push({ row: row + direction, col: col + 1 }); } break; case 'rook': addLinearMoves(moves, piece, [[0, 1], [0, -1], [1, 0], [-1, 0]]); break; case 'bishop': addLinearMoves(moves, piece, [[1, 1], [1, -1], [-1, 1], [-1, -1]]); break; case 'queen': addLinearMoves(moves, piece, [[0, 1], [0, -1], [1, 0], [-1, 0], [1, 1], [1, -1], [-1, 1], [-1, -1]]); break; case 'king': var kingMoves = [[0, 1], [0, -1], [1, 0], [-1, 0], [1, 1], [1, -1], [-1, 1], [-1, -1]]; for (var i = 0; i < kingMoves.length; i++) { var newRow = row + kingMoves[i][0]; var newCol = col + kingMoves[i][1]; if (isValidSquare(newRow, newCol) && (!board[newRow][newCol].piece || board[newRow][newCol].piece.pieceColor !== piece.pieceColor)) { moves.push({ row: newRow, col: newCol }); } } break; case 'knight': var knightMoves = [[2, 1], [2, -1], [-2, 1], [-2, -1], [1, 2], [1, -2], [-1, 2], [-1, -2]]; for (var i = 0; i < knightMoves.length; i++) { var newRow = row + knightMoves[i][0]; var newCol = col + knightMoves[i][1]; if (isValidSquare(newRow, newCol) && (!board[newRow][newCol].piece || board[newRow][newCol].piece.pieceColor !== piece.pieceColor)) { moves.push({ row: newRow, col: newCol }); } } break; } return moves; } function addLinearMoves(moves, piece, directions) { for (var d = 0; d < directions.length; d++) { var dir = directions[d]; for (var i = 1; i < 8; i++) { var newRow = piece.boardRow + dir[0] * i; var newCol = piece.boardCol + dir[1] * i; if (!isValidSquare(newRow, newCol)) { break; } var targetSquare = board[newRow][newCol]; if (targetSquare.piece) { if (targetSquare.piece.pieceColor !== piece.pieceColor) { moves.push({ row: newRow, col: newCol }); } break; } else { moves.push({ row: newRow, col: newCol }); } } } } function isValidSquare(row, col) { return row >= 0 && row < boardSize && col >= 0 && col < boardSize; } function findKing(color) { for (var i = 0; i < pieces.length; i++) { if (pieces[i].pieceType === 'king' && pieces[i].pieceColor === color) { return pieces[i]; } } return null; } function isInCheck(color) { var king = findKing(color); if (!king) return false; for (var i = 0; i < pieces.length; i++) { var piece = pieces[i]; if (piece.pieceColor !== color) { var moves = getLegalMoves(piece); for (var j = 0; j < moves.length; j++) { if (moves[j].row === king.boardRow && moves[j].col === king.boardCol) { return true; } } } } return false; } function isCheckmate(color) { if (!isInCheck(color)) { return false; } for (var i = 0; i < pieces.length; i++) { var piece = pieces[i]; if (piece.pieceColor === color) { var moves = getLegalMoves(piece); if (moves.length > 0) { return false; } } } return true; } // Simple AI that makes random moves function makeAIMove() { if (currentTurn !== 'black' || gameState !== 'playing') { return; } var blackPieces = []; for (var i = 0; i < pieces.length; i++) { if (pieces[i].pieceColor === 'black') { blackPieces.push(pieces[i]); } } var allMoves = []; for (var i = 0; i < blackPieces.length; i++) { var piece = blackPieces[i]; var moves = getLegalMoves(piece); for (var j = 0; j < moves.length; j++) { allMoves.push({ piece: piece, move: moves[j] }); } } if (allMoves.length > 0) { var randomIndex = Math.floor(Math.random() * allMoves.length); var selectedMove = allMoves[randomIndex]; LK.setTimeout(function () { makeMove(selectedMove.piece, selectedMove.move.row, selectedMove.move.col); }, 1000); } } var aiMoveTimer = 0; game.update = function () { if (currentTurn === 'black' && gameState === 'playing') { aiMoveTimer++; if (aiMoveTimer >= 120) { // 2 seconds at 60fps makeAIMove(); aiMoveTimer = 0; } } else { aiMoveTimer = 0; } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,394 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var ChessPiece = Container.expand(function (type, color, row, col) {
+ var self = Container.call(this);
+ self.pieceType = type;
+ self.pieceColor = color;
+ self.boardRow = row;
+ self.boardCol = col;
+ self.hasMoved = false;
+ var pieceGraphics = self.attachAsset(type, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ if (color === 'black') {
+ pieceGraphics.tint = 0x333333;
+ }
+ self.down = function (x, y, obj) {
+ if (self.pieceColor === 'white' && currentTurn === 'white') {
+ selectPiece(self);
+ }
+ };
+ self.moveTo = function (newRow, newCol) {
+ self.boardRow = newRow;
+ self.boardCol = newCol;
+ self.hasMoved = true;
+ var newX = boardStartX + newCol * squareSize + squareSize / 2;
+ var newY = boardStartY + newRow * squareSize + squareSize / 2;
+ tween(self, {
+ x: newX,
+ y: newY
+ }, {
+ duration: 300
+ });
+ };
+ return self;
+});
+var ChessSquare = Container.expand(function (row, col) {
+ var self = Container.call(this);
+ self.row = row;
+ self.col = col;
+ self.isLight = (row + col) % 2 === 0;
+ var squareGraphics = self.attachAsset(self.isLight ? 'lightSquare' : 'darkSquare', {
+ anchorX: 0,
+ anchorY: 0
+ });
+ self.highlight = null;
+ self.piece = null;
+ self.down = function (x, y, obj) {
+ handleSquareClick(self.row, self.col);
+ };
+ self.showHighlight = function (type) {
+ if (self.highlight) {
+ self.removeChild(self.highlight);
+ }
+ var color = type === 'selected' ? 'selectedSquare' : 'highlightSquare';
+ self.highlight = self.addChild(LK.getAsset(color, {
+ anchorX: 0,
+ anchorY: 0,
+ alpha: 0.7
+ }));
+ };
+ self.hideHighlight = function () {
+ if (self.highlight) {
+ self.removeChild(self.highlight);
+ self.highlight = null;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2F4F2F
+});
+
+/****
+* Game Code
+****/
+var boardSize = 8;
+var squareSize = 225;
+var boardStartX = (2048 - boardSize * squareSize) / 2;
+var boardStartY = (2732 - boardSize * squareSize) / 2;
+var board = [];
+var pieces = [];
+var selectedPiece = null;
+var currentTurn = 'white';
+var gameState = 'playing';
+// Initialize board squares
+for (var row = 0; row < boardSize; row++) {
+ board[row] = [];
+ for (var col = 0; col < boardSize; col++) {
+ var square = new ChessSquare(row, col);
+ square.x = boardStartX + col * squareSize;
+ square.y = boardStartY + row * squareSize;
+ board[row][col] = square;
+ game.addChild(square);
+ }
+}
+// Initial piece setup
+var initialSetup = [['rook', 'knight', 'bishop', 'queen', 'king', 'bishop', 'knight', 'rook'], ['pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn'], [null, null, null, null, null, null, null, null], [null, null, null, null, null, null, null, null], [null, null, null, null, null, null, null, null], [null, null, null, null, null, null, null, null], ['pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn'], ['rook', 'knight', 'bishop', 'queen', 'king', 'bishop', 'knight', 'rook']];
+// Create pieces
+for (var row = 0; row < boardSize; row++) {
+ for (var col = 0; col < boardSize; col++) {
+ if (initialSetup[row][col]) {
+ var color = row < 2 ? 'black' : 'white';
+ var piece = new ChessPiece(initialSetup[row][col], color, row, col);
+ piece.x = boardStartX + col * squareSize + squareSize / 2;
+ piece.y = boardStartY + row * squareSize + squareSize / 2;
+ pieces.push(piece);
+ board[row][col].piece = piece;
+ game.addChild(piece);
+ }
+ }
+}
+// Turn indicator
+var turnText = new Text2('White to move', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+turnText.anchor.set(0.5, 0);
+turnText.x = 2048 / 2;
+turnText.y = 100;
+game.addChild(turnText);
+function selectPiece(piece) {
+ clearHighlights();
+ if (selectedPiece === piece) {
+ selectedPiece = null;
+ return;
+ }
+ selectedPiece = piece;
+ board[piece.boardRow][piece.boardCol].showHighlight('selected');
+ var legalMoves = getLegalMoves(piece);
+ for (var i = 0; i < legalMoves.length; i++) {
+ var move = legalMoves[i];
+ board[move.row][move.col].showHighlight('legal');
+ }
+}
+function handleSquareClick(row, col) {
+ if (currentTurn !== 'white' || gameState !== 'playing') {
+ return;
+ }
+ if (selectedPiece) {
+ var legalMoves = getLegalMoves(selectedPiece);
+ var isLegalMove = false;
+ for (var i = 0; i < legalMoves.length; i++) {
+ if (legalMoves[i].row === row && legalMoves[i].col === col) {
+ isLegalMove = true;
+ break;
+ }
+ }
+ if (isLegalMove) {
+ makeMove(selectedPiece, row, col);
+ } else {
+ clearHighlights();
+ selectedPiece = null;
+ }
+ }
+}
+function makeMove(piece, toRow, toCol) {
+ var capturedPiece = board[toRow][toCol].piece;
+ // Remove piece from old position
+ board[piece.boardRow][piece.boardCol].piece = null;
+ // Capture enemy piece if present
+ if (capturedPiece) {
+ game.removeChild(capturedPiece);
+ for (var i = pieces.length - 1; i >= 0; i--) {
+ if (pieces[i] === capturedPiece) {
+ pieces.splice(i, 1);
+ break;
+ }
+ }
+ LK.getSound('capture').play();
+ } else {
+ LK.getSound('move').play();
+ }
+ // Move piece to new position
+ board[toRow][toCol].piece = piece;
+ piece.moveTo(toRow, toCol);
+ clearHighlights();
+ selectedPiece = null;
+ // Switch turns
+ currentTurn = currentTurn === 'white' ? 'black' : 'white';
+ turnText.setText(currentTurn === 'white' ? 'White to move' : 'Black to move');
+ // Check for game end conditions
+ if (isCheckmate(currentTurn)) {
+ gameState = 'ended';
+ if (currentTurn === 'white') {
+ LK.showGameOver();
+ } else {
+ LK.showYouWin();
+ }
+ }
+}
+function clearHighlights() {
+ for (var row = 0; row < boardSize; row++) {
+ for (var col = 0; col < boardSize; col++) {
+ board[row][col].hideHighlight();
+ }
+ }
+}
+function getLegalMoves(piece) {
+ var moves = [];
+ var row = piece.boardRow;
+ var col = piece.boardCol;
+ switch (piece.pieceType) {
+ case 'pawn':
+ var direction = piece.pieceColor === 'white' ? -1 : 1;
+ var startRow = piece.pieceColor === 'white' ? 6 : 1;
+ // Forward move
+ if (isValidSquare(row + direction, col) && !board[row + direction][col].piece) {
+ moves.push({
+ row: row + direction,
+ col: col
+ });
+ // Double move from starting position
+ if (row === startRow && !board[row + 2 * direction][col].piece) {
+ moves.push({
+ row: row + 2 * direction,
+ col: col
+ });
+ }
+ }
+ // Captures
+ if (isValidSquare(row + direction, col - 1) && board[row + direction][col - 1].piece && board[row + direction][col - 1].piece.pieceColor !== piece.pieceColor) {
+ moves.push({
+ row: row + direction,
+ col: col - 1
+ });
+ }
+ if (isValidSquare(row + direction, col + 1) && board[row + direction][col + 1].piece && board[row + direction][col + 1].piece.pieceColor !== piece.pieceColor) {
+ moves.push({
+ row: row + direction,
+ col: col + 1
+ });
+ }
+ break;
+ case 'rook':
+ addLinearMoves(moves, piece, [[0, 1], [0, -1], [1, 0], [-1, 0]]);
+ break;
+ case 'bishop':
+ addLinearMoves(moves, piece, [[1, 1], [1, -1], [-1, 1], [-1, -1]]);
+ break;
+ case 'queen':
+ addLinearMoves(moves, piece, [[0, 1], [0, -1], [1, 0], [-1, 0], [1, 1], [1, -1], [-1, 1], [-1, -1]]);
+ break;
+ case 'king':
+ var kingMoves = [[0, 1], [0, -1], [1, 0], [-1, 0], [1, 1], [1, -1], [-1, 1], [-1, -1]];
+ for (var i = 0; i < kingMoves.length; i++) {
+ var newRow = row + kingMoves[i][0];
+ var newCol = col + kingMoves[i][1];
+ if (isValidSquare(newRow, newCol) && (!board[newRow][newCol].piece || board[newRow][newCol].piece.pieceColor !== piece.pieceColor)) {
+ moves.push({
+ row: newRow,
+ col: newCol
+ });
+ }
+ }
+ break;
+ case 'knight':
+ var knightMoves = [[2, 1], [2, -1], [-2, 1], [-2, -1], [1, 2], [1, -2], [-1, 2], [-1, -2]];
+ for (var i = 0; i < knightMoves.length; i++) {
+ var newRow = row + knightMoves[i][0];
+ var newCol = col + knightMoves[i][1];
+ if (isValidSquare(newRow, newCol) && (!board[newRow][newCol].piece || board[newRow][newCol].piece.pieceColor !== piece.pieceColor)) {
+ moves.push({
+ row: newRow,
+ col: newCol
+ });
+ }
+ }
+ break;
+ }
+ return moves;
+}
+function addLinearMoves(moves, piece, directions) {
+ for (var d = 0; d < directions.length; d++) {
+ var dir = directions[d];
+ for (var i = 1; i < 8; i++) {
+ var newRow = piece.boardRow + dir[0] * i;
+ var newCol = piece.boardCol + dir[1] * i;
+ if (!isValidSquare(newRow, newCol)) {
+ break;
+ }
+ var targetSquare = board[newRow][newCol];
+ if (targetSquare.piece) {
+ if (targetSquare.piece.pieceColor !== piece.pieceColor) {
+ moves.push({
+ row: newRow,
+ col: newCol
+ });
+ }
+ break;
+ } else {
+ moves.push({
+ row: newRow,
+ col: newCol
+ });
+ }
+ }
+ }
+}
+function isValidSquare(row, col) {
+ return row >= 0 && row < boardSize && col >= 0 && col < boardSize;
+}
+function findKing(color) {
+ for (var i = 0; i < pieces.length; i++) {
+ if (pieces[i].pieceType === 'king' && pieces[i].pieceColor === color) {
+ return pieces[i];
+ }
+ }
+ return null;
+}
+function isInCheck(color) {
+ var king = findKing(color);
+ if (!king) return false;
+ for (var i = 0; i < pieces.length; i++) {
+ var piece = pieces[i];
+ if (piece.pieceColor !== color) {
+ var moves = getLegalMoves(piece);
+ for (var j = 0; j < moves.length; j++) {
+ if (moves[j].row === king.boardRow && moves[j].col === king.boardCol) {
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+}
+function isCheckmate(color) {
+ if (!isInCheck(color)) {
+ return false;
+ }
+ for (var i = 0; i < pieces.length; i++) {
+ var piece = pieces[i];
+ if (piece.pieceColor === color) {
+ var moves = getLegalMoves(piece);
+ if (moves.length > 0) {
+ return false;
+ }
+ }
+ }
+ return true;
+}
+// Simple AI that makes random moves
+function makeAIMove() {
+ if (currentTurn !== 'black' || gameState !== 'playing') {
+ return;
+ }
+ var blackPieces = [];
+ for (var i = 0; i < pieces.length; i++) {
+ if (pieces[i].pieceColor === 'black') {
+ blackPieces.push(pieces[i]);
+ }
+ }
+ var allMoves = [];
+ for (var i = 0; i < blackPieces.length; i++) {
+ var piece = blackPieces[i];
+ var moves = getLegalMoves(piece);
+ for (var j = 0; j < moves.length; j++) {
+ allMoves.push({
+ piece: piece,
+ move: moves[j]
+ });
+ }
+ }
+ if (allMoves.length > 0) {
+ var randomIndex = Math.floor(Math.random() * allMoves.length);
+ var selectedMove = allMoves[randomIndex];
+ LK.setTimeout(function () {
+ makeMove(selectedMove.piece, selectedMove.move.row, selectedMove.move.col);
+ }, 1000);
+ }
+}
+var aiMoveTimer = 0;
+game.update = function () {
+ if (currentTurn === 'black' && gameState === 'playing') {
+ aiMoveTimer++;
+ if (aiMoveTimer >= 120) {
+ // 2 seconds at 60fps
+ makeAIMove();
+ aiMoveTimer = 0;
+ }
+ } else {
+ aiMoveTimer = 0;
+ }
+};
\ No newline at end of file
top view of yellow cat wearing crown. In-Game asset. 2d. High contrast. No shadows
top view of purple cat wearing crown
purple panda top view. In-Game asset. 2d. High contrast. No shadows
yellow panda top view. In-Game asset. 2d. High contrast. No shadows
yellow capybara top view. In-Game asset. 2d. High contrast. No shadows
purple capybara top view. In-Game asset. 2d. High contrast. No shadows
purple monkey top view. In-Game asset. 2d. High contrast. No shadows
yellow monkey top view. In-Game asset. 2d. High contrast. No shadows
yellow giraffe top view. In-Game asset. 2d. High contrast. No shadows
purple giraffe top view. In-Game asset. 2d. High contrast. No shadows
purple dog top view. In-Game asset. 2d. High contrast. No shadows
yellow dog top view. In-Game asset. 2d. High contrast. No shadows