User prompt
Mark a9 and m2 as “Palace,” right of k9 as black palace, left of a2 as white palace, and add different textures to these two squares
User prompt
Mark a9 and m2 as “Palace,” a9 black palace, m2 white palace
User prompt
In column 0, leave only the square to the left of a2 and delete the rest
User prompt
In column 12, leave only the square to the right of k9 and delete the rest
User prompt
Enlarge the board and the pieces slightly to fit the board.
User prompt
Reduce the pieces to a size that fits the board
User prompt
Make sure the board fits comfortably on the screen by reducing its size
User prompt
In column 12, leave only the square to the right of k2 and delete the rest
User prompt
In column 11, leave only the square to the right of k2 and delete the rest
User prompt
In column 0, leave only the square to the left of a9 and delete the rest
User prompt
In column 0, leave only the square to the left of a2 and delete the rest
User prompt
Add only 1 square to the left of a2 and to the right of k9. Do not change the board or the position of the pieces, except for adding the entire row.
User prompt
Add only 1 square to the left of a2 and to the right of k9, and do not change the position of the pieces
User prompt
Add 1 square to the left of a2 and to the right of k9
User prompt
The moves made over time are not visible in the move history. Please enable the flow and make the move history a clickable tab so that we can see all the moves made when we click on it
User prompt
pawn = PPP pawnsPawn = PP
User prompt
Normal Pawn = PPP Pawn of Pawns = PP
User prompt
Pawn = PPP
User prompt
Add to ratation system = Şah = K Vezir = V Bakan = F Kale = R At = N Öncü = B Zürafa = G Fil = E Deve = C Savaş Makinesi = W Aslan = L Boğa = T Gardiyan = RG Deniz Canavarı = SM Gelişmiş Vezir = Q Gelişmiş Bakan = A Prens = KB Gizli Şah = AK Vezir tarafı yapılan Roklar uzun Bakan tarafından yapılan roklar kısa sayılır Şahın Piyonu = KP Vezirin Piyonu = VP Bakanın Piyonu = FP Kalenin Piyonu = RP Atın Piyonu = NP Öncünün Piyonu = BP Zürafanın Piyonu = GP Filin Piyonu = EP Devenin Piyonu = CP Savaş Arabasının Piyonu = WP Aslanın Piyonu = LP Boğanın Piyonu = TP Gardiyanın Piyonu = RGP Piyonların Piyonu = PP Şah çekme = + Taş alma = x Çifte şah = ++ Kısa Rok = 0-0 Uzun Rok = 0-0-0 Oyunu beyaz kazandı = 1-0 Oyunu siyah kazandı = 0-1 Mat = ++ veya # Geçerken alma = e.p Terfi = = Beraberlik = 1⁄2 Siyah kazanma beraberliği = 0+1 Beyaz kazanma beraberliği = 1+0 Kral yer değişimi = EX Saraya girdi = EC
User prompt
Add a chess rotation system so that each move is written on the left side of the game according to the rotation system
User prompt
Add to Shah = New feature = When you want to play Shah in the game, you can change the position of your own piece once with Shah, but the piece or Shah you are changing must not be under threat. When you select Shah, the pieces you can change are indicated to the player with a purple square
User prompt
Add 1 button that appears when only the king is to be played by 2 players
User prompt
The adventurous Shah can jump over piece
User prompt
Pawn of Pawns cannot teleport to threaten the king.
User prompt
class Piece { String type; String color; Piece(String type, String color) { this.type = type; this.color = color; } } public class ChessBoard { Piece[][] board = new Piece[8][8]; public static void main(String[] args) { ChessBoard board = new ChessBoard(); // Example: White has adventurousKing, Black does not board.board[7][4] = new Piece("adventurousKing", "white"); board.board[0][4] = new Piece("rook", "black"); // Threatens white king boolean whiteCanMove = board.isMoveAllowed(7, 4, 6, 4, "white"); System.out.println("White can move despite check? " + whiteCanMove); // true boolean whiteCheckmate = board.isCheckmate("white"); System.out.println("White is checkmated? " + whiteCheckmate); // false boolean blackCheckmate = board.isCheckmate("black"); System.out.println("Black is checkmated? " + blackCheckmate); // depends on board setup } // Allow moves even under check IF player has adventurousKing or shahsade boolean isMoveAllowed(int fromRow, int fromCol, int toRow, int toCol, String color) { Piece piece = board[fromRow][fromCol]; if (piece == null || !piece.color.equals(color)) return false; // Simulate the move Piece captured = board[toRow][toCol]; board[toRow][toCol] = piece; board[fromRow][fromCol] = null; boolean inCheck = isKingInCheck(color); boolean hasImmunity = hasImmunityPiece(color); // Undo the move board[fromRow][fromCol] = piece; board[toRow][toCol] = captured; // Player can ignore check only if they have immunity piece if (hasImmunity) return true; // Otherwise check must be resolved return !inCheck; } // Ignore checkmate if player has adventurousKing or shahsade boolean isCheckmate(String color) { if (hasImmunityPiece(color)) { System.out.println(color + " has immunity — checkmate ignored."); return false; } return isKingInCheck(color) && !hasAnyLegalMove(color); } // Check if any enemy rook is in same column as player's king boolean isKingInCheck(String color) { int kingRow = -1, kingCol = -1; for (int r = 0; r < 8; r++) { for (int c = 0; c < 8; c++) { Piece p = board[r][c]; if (p != null && p.color.equals(color) && (p.type.equals("king") || p.type.equals("adventurousKing"))) { kingRow = r; kingCol = c; } } } if (kingRow == -1) return false; // Check for rook threats (example only) for (int r = 0; r < 8; r++) { Piece threat = board[r][kingCol]; if (threat != null && !threat.color.equals(color) && threat.type.equals("rook")) { return true; } } return false; } // Placeholder: assumes always has legal moves boolean hasAnyLegalMove(String color) { return true; } // Check if player has adventurousKing or shahsade boolean hasImmunityPiece(String color) { for (Piece[] row : board) { for (Piece p : row) { if (p != null && p.color.equals(color)) { if (p.type.equals("adventurousKing") || p.type.equals("shahsade")) { return true; } } } } return false; } }
/****
* 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; // 0 = white, 1 = black
self.boardRow = row;
self.boardCol = col;
self.hasMoved = false;
self.isPromoted = false; // Track permanent promotion status for vizier
self.hasTeleported = false; // Track if pawn's pawn has used teleportation
var pieceGraphics = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
if (color === 1) {
pieceGraphics.tint = 0x333333;
}
self.moveTo = function (newRow, newCol) {
self.boardRow = newRow;
self.boardCol = newCol;
self.hasMoved = true;
var boardPos = getBoardPosition(newRow, newCol);
tween(self, {
x: boardPos.x,
y: boardPos.y
}, {
duration: 300
});
};
self.getRawMoves = function () {
var moves = [];
var directions = [];
switch (self.pieceType) {
case 'pawn':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'pawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'rook':
directions = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}];
for (var i = 0; i < directions.length; i++) {
var dir = directions[i];
for (var dist = 1; dist < 11; dist++) {
var newRow = self.boardRow + dir.dr * dist;
var newCol = self.boardCol + dir.dc * dist;
if (!isValidSquare(newRow, newCol)) {
break;
}
var piece = getPieceAt(newRow, newCol);
if (piece) {
if (piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
break;
}
moves.push({
row: newRow,
col: newCol
});
}
}
break;
case 'bishop':
// Bishop can move one square orthogonally (row/column only)
var oneSquareOrthogonalDirections = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}];
// Add one square moves in orthogonal directions only
for (var i = 0; i < oneSquareOrthogonalDirections.length; i++) {
var dir = oneSquareOrthogonalDirections[i];
var newRow = self.boardRow + dir.dr;
var newCol = self.boardCol + dir.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
// Bishop can also move as many squares as wanted diagonally (minimum 2) without jumping over friendly pieces
var diagonalDirections = [{
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
for (var i = 0; i < diagonalDirections.length; i++) {
var dir = diagonalDirections[i];
for (var dist = 2; dist < 11; dist++) {
var newRow = self.boardRow + dir.dr * dist;
var newCol = self.boardCol + dir.dc * dist;
if (!isValidSquare(newRow, newCol)) {
break;
}
// Check if path is blocked by any piece (friendly or enemy)
var pathBlocked = false;
for (var checkDist = 1; checkDist < dist; checkDist++) {
var checkRow = self.boardRow + dir.dr * checkDist;
var checkCol = self.boardCol + dir.dc * checkDist;
var pathPiece = getPieceAt(checkRow, checkCol);
if (pathPiece) {
pathBlocked = true;
break;
}
}
if (pathBlocked) {
break;
}
var piece = getPieceAt(newRow, newCol);
if (piece) {
if (piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
break;
}
moves.push({
row: newRow,
col: newCol
});
}
}
break;
case 'queen':
// Vizier: restricted to one square, enhanced to eight squares when promoted
// Diagonal movement is closed at the beginning (only orthogonal moves allowed)
// When promoted, both orthogonal and diagonal moves are allowed
if (self.isPromoted) {
directions = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}, {
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
} else {
// Only orthogonal moves at the beginning (diagonals closed)
directions = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}];
}
var maxDistance = self.isPromoted ? 8 : 1;
for (var i = 0; i < directions.length; i++) {
var dir = directions[i];
for (var dist = 1; dist <= maxDistance; dist++) {
var newRow = self.boardRow + dir.dr * dist;
var newCol = self.boardCol + dir.dc * dist;
if (!isValidSquare(newRow, newCol)) {
break;
}
var piece = getPieceAt(newRow, newCol);
if (piece) {
if (piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
break;
}
moves.push({
row: newRow,
col: newCol
});
}
}
break;
case 'king':
directions = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}, {
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
for (var i = 0; i < directions.length; i++) {
var dir = directions[i];
var newRow = self.boardRow + dir.dr;
var newCol = self.boardCol + dir.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
break;
case 'knight':
var knightMoves = [{
dr: 2,
dc: 1
}, {
dr: 2,
dc: -1
}, {
dr: -2,
dc: 1
}, {
dr: -2,
dc: -1
}, {
dr: 1,
dc: 2
}, {
dr: 1,
dc: -2
}, {
dr: -1,
dc: 2
}, {
dr: -1,
dc: -2
}];
for (var i = 0; i < knightMoves.length; i++) {
var move = knightMoves[i];
var newRow = self.boardRow + move.dr;
var newCol = self.boardCol + move.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
break;
case 'warElephant':
// Moves 1 or 2 steps row, column, and diagonal with jumping ability
// Elephant cannot be stopped by any pieces (friendly or enemy)
directions = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}, {
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
for (var i = 0; i < directions.length; i++) {
var dir = directions[i];
for (var dist = 1; dist <= 2; dist++) {
var newRow = self.boardRow + dir.dr * dist;
var newCol = self.boardCol + dir.dc * dist;
if (!isValidSquare(newRow, newCol)) {
break;
}
// Elephant ignores all pieces and can move through them
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
// Continue moving even if there's a piece - elephant cannot be stopped
}
}
break;
case 'siegeTower':
// Must move 1 square in row/column, then 1 square diagonally
// Captures enemy pieces in its path
// siegeTower cannot be stopped by enemies
var orthogonalDirections = [{
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}, {
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}];
var diagonalDirections = [{
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
// Try L-shaped moves: orthogonal then diagonal
for (var i = 0; i < orthogonalDirections.length; i++) {
var orthDir = orthogonalDirections[i];
var firstRow = self.boardRow + orthDir.dr;
var firstCol = self.boardCol + orthDir.dc;
if (!isValidSquare(firstRow, firstCol)) {
continue;
}
var firstPiece = getPieceAt(firstRow, firstCol);
// siegeTower cannot be stopped by enemies, but friendly pieces still block
if (firstPiece && firstPiece.pieceColor === self.pieceColor) {
// Can't move through friendly piece, skip this direction
continue;
}
// Try diagonal moves from the orthogonal position
for (var j = 0; j < diagonalDirections.length; j++) {
var diagDir = diagonalDirections[j];
var finalRow = firstRow + diagDir.dr;
var finalCol = firstCol + diagDir.dc;
if (!isValidSquare(finalRow, finalCol)) {
continue;
}
var finalPiece = getPieceAt(finalRow, finalCol);
if (!finalPiece || finalPiece.pieceColor !== self.pieceColor) {
var moveData = {
row: finalRow,
col: finalCol,
capturesInPath: []
};
// Add captured pieces in path
if (firstPiece && firstPiece.pieceColor !== self.pieceColor) {
moveData.capturesInPath.push({
row: firstRow,
col: firstCol
});
}
if (finalPiece && finalPiece.pieceColor !== self.pieceColor) {
moveData.capturesInPath.push({
row: finalRow,
col: finalCol
});
}
moves.push(moveData);
}
}
}
// If friendly piece in orthogonal path, allow simple orthogonal move
for (var i = 0; i < orthogonalDirections.length; i++) {
var orthDir = orthogonalDirections[i];
var newRow = self.boardRow + orthDir.dr;
var newCol = self.boardCol + orthDir.dc;
if (!isValidSquare(newRow, newCol)) {
continue;
}
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
break;
case 'minister':
// Minister: 1 square diagonally, when promoted moves like rook and knight with jumping
if (self.isPromoted) {
// Rook-like moves (can jump over pieces when promoted)
var rookDirections = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}];
for (var i = 0; i < rookDirections.length; i++) {
var dir = rookDirections[i];
for (var dist = 1; dist < 11; dist++) {
var newRow = self.boardRow + dir.dr * dist;
var newCol = self.boardCol + dir.dc * dist;
if (!isValidSquare(newRow, newCol)) {
break;
}
var piece = getPieceAt(newRow, newCol);
if (piece) {
if (piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
break;
}
moves.push({
row: newRow,
col: newCol
});
}
}
// Knight-like moves (can jump over pieces)
var knightMoves = [{
dr: 2,
dc: 1
}, {
dr: 2,
dc: -1
}, {
dr: -2,
dc: 1
}, {
dr: -2,
dc: -1
}, {
dr: 1,
dc: 2
}, {
dr: 1,
dc: -2
}, {
dr: -1,
dc: 2
}, {
dr: -1,
dc: -2
}];
for (var i = 0; i < knightMoves.length; i++) {
var move = knightMoves[i];
var newRow = self.boardRow + move.dr;
var newCol = self.boardCol + move.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
} else {
// Standard minister: 1 square diagonally
directions = [{
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
for (var i = 0; i < directions.length; i++) {
var dir = directions[i];
var newRow = self.boardRow + dir.dr;
var newCol = self.boardCol + dir.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
}
break;
case 'royalGuard':
// Up to 3 squares diagonally with blockage of friendly pieces
var diagonalDirections = [{
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
for (var i = 0; i < diagonalDirections.length; i++) {
var dir = diagonalDirections[i];
for (var dist = 1; dist <= 3; dist++) {
var newRow = self.boardRow + dir.dr * dist;
var newCol = self.boardCol + dir.dc * dist;
if (!isValidSquare(newRow, newCol)) {
break;
}
var piece = getPieceAt(newRow, newCol);
if (piece) {
if (piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
break;
}
moves.push({
row: newRow,
col: newCol
});
}
}
// Only 2 squares along rows and columns (no 1-step moves)
var orthogonalDirections = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}];
for (var i = 0; i < orthogonalDirections.length; i++) {
var dir = orthogonalDirections[i];
// Only allow 2-step moves in orthogonal directions
var dist = 2;
var newRow = self.boardRow + dir.dr * dist;
var newCol = self.boardCol + dir.dc * dist;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
// Forward or backward L-shaped moves (no left/right L moves)
var lShapeMoves = [
// Forward L-shapes
{
dr: -2,
dc: 1
}, {
dr: -2,
dc: -1
},
// Backward L-shapes
{
dr: 2,
dc: 1
}, {
dr: 2,
dc: -1
}];
for (var i = 0; i < lShapeMoves.length; i++) {
var move = lShapeMoves[i];
var newRow = self.boardRow + move.dr;
var newCol = self.boardCol + move.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
break;
case 'giraffe':
// Giraffe: one diagonal move followed by 3-10 straight moves with obstacle checking
var diagonalDirections = [{
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
for (var i = 0; i < diagonalDirections.length; i++) {
var diagDir = diagonalDirections[i];
var firstRow = self.boardRow + diagDir.dr;
var firstCol = self.boardCol + diagDir.dc;
if (!isValidSquare(firstRow, firstCol)) {
continue;
}
var firstPiece = getPieceAt(firstRow, firstCol);
if (firstPiece) {
continue; // First diagonal square must be empty
}
// Determine straight directions based on diagonal direction
var straightDirections = [];
if (diagDir.dr > 0) {
straightDirections.push({
dr: 1,
dc: 0
}); // downward
}
if (diagDir.dr < 0) {
straightDirections.push({
dr: -1,
dc: 0
}); // upward
}
if (diagDir.dc > 0) {
straightDirections.push({
dr: 0,
dc: 1
}); // rightward
}
if (diagDir.dc < 0) {
straightDirections.push({
dr: 0,
dc: -1
}); // leftward
}
// Try straight moves from 3 to 10 squares in each valid direction
for (var j = 0; j < straightDirections.length; j++) {
var straightDir = straightDirections[j];
for (var step = 3; step <= 10; step++) {
var newRow = firstRow + straightDir.dr * step;
var newCol = firstCol + straightDir.dc * step;
if (!isValidSquare(newRow, newCol)) {
break;
}
// Check if path is clear from diagonal position to target
var pathClear = true;
for (var checkStep = 1; checkStep <= step; checkStep++) {
var checkRow = firstRow + straightDir.dr * checkStep;
var checkCol = firstCol + straightDir.dc * checkStep;
var checkPiece = getPieceAt(checkRow, checkCol);
if (checkPiece) {
if (checkStep === step && checkPiece.pieceColor !== self.pieceColor) {
// Can capture enemy piece at final position
moves.push({
row: newRow,
col: newCol
});
}
pathClear = false;
break;
}
}
if (pathClear) {
moves.push({
row: newRow,
col: newCol
});
}
if (!pathClear) {
break; // Stop checking longer distances in this direction
}
}
}
}
break;
case 'bull':
// Bull can move one column forward or backward
var columnDirections = [{
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}];
for (var i = 0; i < columnDirections.length; i++) {
var colDir = columnDirections[i];
var newRow = self.boardRow + colDir.dr;
var newCol = self.boardCol + colDir.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
// Bull moves one square forward or backward in column, then unlimited diagonal movement in same direction
for (var i = 0; i < columnDirections.length; i++) {
var colDir = columnDirections[i];
var firstRow = self.boardRow + colDir.dr;
var firstCol = self.boardCol + colDir.dc;
if (!isValidSquare(firstRow, firstCol)) {
continue;
}
var firstPiece = getPieceAt(firstRow, firstCol);
if (firstPiece) {
continue; // First square must be empty for bull movement
}
// From the first square, move diagonally unlimited in the forward/backward direction
var diagonalDirections = [{
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
for (var j = 0; j < diagonalDirections.length; j++) {
var diagDir = diagonalDirections[j];
// Only allow diagonal movement in same forward/backward direction as column move
if (colDir.dr > 0 && diagDir.dr <= 0 || colDir.dr < 0 && diagDir.dr >= 0) {
continue; // Skip diagonal directions that don't match column direction
}
// Move unlimited squares diagonally from first position
for (var dist = 1; dist < 11; dist++) {
var finalRow = firstRow + diagDir.dr * dist;
var finalCol = firstCol + diagDir.dc * dist;
if (!isValidSquare(finalRow, finalCol)) {
break;
}
var finalPiece = getPieceAt(finalRow, finalCol);
if (finalPiece) {
if (finalPiece.pieceColor !== self.pieceColor) {
moves.push({
row: finalRow,
col: finalCol
});
}
break;
}
moves.push({
row: finalRow,
col: finalCol
});
}
}
}
// Bull can also jump two squares left and right
var leftRightJumps = [{
dr: 0,
dc: 2
}, {
dr: 0,
dc: -2
}];
for (var i = 0; i < leftRightJumps.length; i++) {
var jump = leftRightJumps[i];
var newRow = self.boardRow + jump.dr;
var newCol = self.boardCol + jump.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
break;
case 'camel':
// 1 square column and row (orthogonal moves)
var orthogonalDirections = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}];
for (var i = 0; i < orthogonalDirections.length; i++) {
var dir = orthogonalDirections[i];
var newRow = self.boardRow + dir.dr;
var newCol = self.boardCol + dir.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
// 1 square long L (knight-like moves)
var knightMoves = [{
dr: 3,
dc: 1
}, {
dr: 3,
dc: -1
}, {
dr: -3,
dc: 1
}, {
dr: -3,
dc: -1
}, {
dr: 1,
dc: 3
}, {
dr: 1,
dc: -3
}, {
dr: -1,
dc: 3
}, {
dr: -1,
dc: -3
}];
for (var i = 0; i < knightMoves.length; i++) {
var move = knightMoves[i];
var newRow = self.boardRow + move.dr;
var newCol = self.boardCol + move.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
break;
case 'lion':
// Lion has three distinct movement patterns:
// 1. Move 3 squares diagonally in one direction
// 2. L-shaped moves (forward/backward 2 + right/left 1)
// 3. Move 2 diagonally + 1 forward/backward
// 1st Move: 3 squares diagonally (similar to original code)
var diagonalDirections = [{
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
for (var i = 0; i < diagonalDirections.length; i++) {
var dir = diagonalDirections[i];
var pathBlocked = false;
for (var dist = 1; dist <= 3; dist++) {
var newRow = self.boardRow + dir.dr * dist;
var newCol = self.boardCol + dir.dc * dist;
if (!isValidSquare(newRow, newCol)) {
break;
}
var piece = getPieceAt(newRow, newCol);
if (piece) {
if (piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
break;
}
moves.push({
row: newRow,
col: newCol
});
}
}
// 2nd Move: L-shaped moves (forward/backward 2 + right/left 1)
var lShapeMoves = [{
dr: -2,
dc: 1
}, {
dr: -2,
dc: -1
}, {
dr: 2,
dc: 1
}, {
dr: 2,
dc: -1
}];
for (var i = 0; i < lShapeMoves.length; i++) {
var move = lShapeMoves[i];
var midRow = self.boardRow + move.dr / 2;
var endRow = self.boardRow + move.dr;
var endCol = self.boardCol + move.dc;
// Check if vertical path is clear (first two squares)
if (!isValidSquare(midRow, self.boardCol) || getPieceAt(midRow, self.boardCol)) {
continue;
}
// Check for diagonal obstacles
var diagonalBlocked = false;
if (move.dr < 0) {
// moving up
if (move.dc == -1 && getPieceAt(self.boardRow - 1, self.boardCol - 1)) {
diagonalBlocked = true;
}
if (move.dc == 1 && getPieceAt(self.boardRow - 1, self.boardCol + 1)) {
diagonalBlocked = true;
}
} else {
// moving down
if (move.dc == -1 && getPieceAt(self.boardRow + 1, self.boardCol - 1)) {
diagonalBlocked = true;
}
if (move.dc == 1 && getPieceAt(self.boardRow + 1, self.boardCol + 1)) {
diagonalBlocked = true;
}
}
if (diagonalBlocked) {
continue;
}
if (isValidSquare(endRow, endCol)) {
var piece = getPieceAt(endRow, endCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: endRow,
col: endCol
});
}
}
}
// 3rd Move: 2 diagonals + 1 forward/backward
for (var i = 0; i < diagonalDirections.length; i++) {
var dir = diagonalDirections[i];
var pathBlocked = false;
// Check if we can move 2 squares diagonally
for (var checkDist = 1; checkDist <= 2; checkDist++) {
var checkRow = self.boardRow + dir.dr * checkDist;
var checkCol = self.boardCol + dir.dc * checkDist;
if (!isValidSquare(checkRow, checkCol)) {
pathBlocked = true;
break;
}
var pathPiece = getPieceAt(checkRow, checkCol);
if (pathPiece) {
pathBlocked = true;
break;
}
}
if (pathBlocked) {
continue;
}
var twoSquareRow = self.boardRow + dir.dr * 2;
var twoSquareCol = self.boardCol + dir.dc * 2;
// Then move 1 square forward or backward
var verticalMoves = [{
dr: -1,
dc: 0
}, {
dr: 1,
dc: 0
}];
for (var j = 0; j < verticalMoves.length; j++) {
var vertMove = verticalMoves[j];
var finalRow = twoSquareRow + vertMove.dr;
var finalCol = twoSquareCol + vertMove.dc;
if (isValidSquare(finalRow, finalCol)) {
var piece = getPieceAt(finalRow, finalCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: finalRow,
col: finalCol
});
}
}
}
}
// Remove side L-shaped moves from the moves list
moves = moves.filter(function (move) {
return !isSideLMove(self.boardRow, self.boardCol, move.row, move.col);
});
break;
case 'pawnOfTheWarMachine':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'pawnOfTheWarMachine' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'camelPawn':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'camelPawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'ministersPawn':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'ministersPawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'pawnOfTheElephant':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'pawnOfTheElephant' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'shahsade':
// King-like movement: 1 square in any direction
var kingDirections = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}, {
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
for (var i = 0; i < kingDirections.length; i++) {
var dir = kingDirections[i];
var newRow = self.boardRow + dir.dr;
var newCol = self.boardCol + dir.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
// 2 squares diagonally, horizontally, vertically
var shahsadeDirections = [{
dr: 0,
dc: 2
}, {
dr: 0,
dc: -2
}, {
dr: 2,
dc: 0
}, {
dr: -2,
dc: 0
}, {
dr: 2,
dc: 2
}, {
dr: 2,
dc: -2
}, {
dr: -2,
dc: 2
}, {
dr: -2,
dc: -2
}];
for (var i = 0; i < shahsadeDirections.length; i++) {
var dir = shahsadeDirections[i];
var newRow = self.boardRow + dir.dr;
var newCol = self.boardCol + dir.dc;
if (isValidSquare(newRow, newCol)) {
// Check if path is blocked by any piece
var pathBlocked = false;
var stepRow = dir.dr === 0 ? 0 : dir.dr > 0 ? 1 : -1;
var stepCol = dir.dc === 0 ? 0 : dir.dc > 0 ? 1 : -1;
var checkRow = self.boardRow + stepRow;
var checkCol = self.boardCol + stepCol;
var pathPiece = getPieceAt(checkRow, checkCol);
if (pathPiece) {
pathBlocked = true;
}
if (!pathBlocked) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
}
break;
case 'adventurousKing':
// King-like movement: 1 square in any direction
var kingDirections = [{
dr: 0,
dc: 1
}, {
dr: 0,
dc: -1
}, {
dr: 1,
dc: 0
}, {
dr: -1,
dc: 0
}, {
dr: 1,
dc: 1
}, {
dr: 1,
dc: -1
}, {
dr: -1,
dc: 1
}, {
dr: -1,
dc: -1
}];
for (var i = 0; i < kingDirections.length; i++) {
var dir = kingDirections[i];
var newRow = self.boardRow + dir.dr;
var newCol = self.boardCol + dir.dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
// 2 squares diagonally, horizontally, vertically (adventurous Shah can jump over pieces)
var adventurousKingDirections = [{
dr: 0,
dc: 2
}, {
dr: 0,
dc: -2
}, {
dr: 2,
dc: 0
}, {
dr: -2,
dc: 0
}, {
dr: 2,
dc: 2
}, {
dr: 2,
dc: -2
}, {
dr: -2,
dc: 2
}, {
dr: -2,
dc: -2
}];
for (var i = 0; i < adventurousKingDirections.length; i++) {
var dir = adventurousKingDirections[i];
var newRow = self.boardRow + dir.dr;
var newCol = self.boardCol + dir.dc;
if (isValidSquare(newRow, newCol)) {
// Adventurous Shah can jump over pieces - no path blocking check
var piece = getPieceAt(newRow, newCol);
if (!piece || piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
}
break;
case 'kingsPawn':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'kingsPawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'viziersPawn':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'viziersPawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'giraffePawn':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'giraffePawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'knightPawn':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'knightPawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'rookPawn':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'rookPawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'pawnOfTheLeader':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'pawnOfTheLeader' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'guardsPawn':
var direction = self.pieceColor === 0 ? -1 : 1;
// Forward move (no double move for Guard's Pawn)
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'guardsPawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'pawnOfTheBull':
var direction = self.pieceColor === 0 ? -1 : 1;
// Forward move (no double move for Pawn of the Bull)
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'pawnOfTheBull' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'lionsPawn':
var direction = self.pieceColor === 0 ? -1 : 1;
// Forward move (no double move for Lion's Pawn)
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'lionsPawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
case 'pawnsPawn':
var direction = self.pieceColor === 0 ? -1 : 1;
var startRow = self.pieceColor === 0 ? 7 : 2;
// Forward move
if (isValidSquare(self.boardRow + direction, self.boardCol) && !getPieceAt(self.boardRow + direction, self.boardCol)) {
moves.push({
row: self.boardRow + direction,
col: self.boardCol
});
// Double move from start
if (self.boardRow === startRow && !getPieceAt(self.boardRow + 2 * direction, self.boardCol)) {
moves.push({
row: self.boardRow + 2 * direction,
col: self.boardCol
});
}
}
// Diagonal captures
for (var dc = -1; dc <= 1; dc += 2) {
var newRow = self.boardRow + direction;
var newCol = self.boardCol + dc;
if (isValidSquare(newRow, newCol)) {
var piece = getPieceAt(newRow, newCol);
if (piece && piece.pieceColor !== self.pieceColor) {
moves.push({
row: newRow,
col: newCol
});
}
}
// En passant
if (lastMove && lastMove.piece.pieceType === 'pawnsPawn' && Math.abs(lastMove.fromRow - lastMove.toRow) === 2) {
if (lastMove.toRow === self.boardRow && Math.abs(lastMove.toCol - self.boardCol) === 1) {
moves.push({
row: self.boardRow + direction,
col: lastMove.toCol,
isEnPassant: true,
captureRow: lastMove.toRow,
captureCol: lastMove.toCol
});
}
}
}
break;
}
return moves;
};
self.getValidMoves = function () {
var moves = self.getRawMoves();
// Add castling for king after getting raw moves
if (self.pieceType === 'king' && !self.hasMoved && !isInCheck(self.pieceColor)) {
// Kingside castling - rook is at col + 5 (distance from king to rook)
var kingsideRook = getPieceAt(self.boardRow, self.boardCol + 5);
if (kingsideRook && kingsideRook.pieceType === 'rook' && !kingsideRook.hasMoved) {
var canCastle = true;
// Check squares between king and rook are empty and not attacked
for (var c = self.boardCol + 1; c < self.boardCol + 5; c++) {
if (getPieceAt(self.boardRow, c) || isSquareAttacked(self.boardRow, c, 1 - self.pieceColor)) {
canCastle = false;
break;
}
}
if (canCastle) {
moves.push({
row: self.boardRow,
col: self.boardCol + 2,
isCastling: true,
rookFromCol: self.boardCol + 5,
rookToCol: self.boardCol + 1
});
}
}
// Queenside castling - rook is at col - 5 (distance from king to rook)
var queensideRook = getPieceAt(self.boardRow, self.boardCol - 5);
if (queensideRook && queensideRook.pieceType === 'rook' && !queensideRook.hasMoved) {
var canCastle = true;
// Check squares between king and rook are empty and not attacked
for (var c = self.boardCol - 1; c > self.boardCol - 5; c--) {
if (getPieceAt(self.boardRow, c) || isSquareAttacked(self.boardRow, c, 1 - self.pieceColor)) {
canCastle = false;
break;
}
}
if (canCastle) {
moves.push({
row: self.boardRow,
col: self.boardCol - 2,
isCastling: true,
rookFromCol: self.boardCol - 5,
rookToCol: self.boardCol - 1
});
}
}
}
// Filter moves that would leave the king in check
var validMoves = [];
for (var i = 0; i < moves.length; i++) {
if (isValidMoveConsideringCheck(self, moves[i].row, moves[i].col)) {
validMoves.push(moves[i]);
}
}
return validMoves;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
var BOARD_WIDTH = 11;
var BOARD_HEIGHT = 10;
var SQUARE_SIZE = 180;
var BOARD_START_X = (2048 - BOARD_WIDTH * SQUARE_SIZE) / 2;
var BOARD_START_Y = (2732 - BOARD_HEIGHT * SQUARE_SIZE) / 2;
var boardSquares = [];
var pieces = [];
var selectedPiece = null;
var highlightedSquares = [];
var currentPlayer = 0; // 0 = white, 1 = black
var gameStarted = false;
var lastMove = null;
var shahsadePromoted = [false, false]; // Track if shahsade has been promoted for each player
var pawnsPawnHasUsedSpecialMove = []; // Track which pawn's pawns have used their special move
var pawnsPawnMovementCount = []; // Track how many squares each pawn's pawn has moved
function getBoardPosition(row, col) {
return {
x: BOARD_START_X + col * SQUARE_SIZE + SQUARE_SIZE / 2,
y: BOARD_START_Y + row * SQUARE_SIZE + SQUARE_SIZE / 2
};
}
function getBoardCoordinates(x, y) {
var col = Math.floor((x - BOARD_START_X) / SQUARE_SIZE);
var row = Math.floor((y - BOARD_START_Y) / SQUARE_SIZE);
return {
row: row,
col: col
};
}
function isValidSquare(row, col) {
return row >= 0 && row < BOARD_HEIGHT && col >= 0 && col < BOARD_WIDTH;
}
function getPieceAt(row, col) {
for (var i = 0; i < pieces.length; i++) {
if (pieces[i].boardRow === row && pieces[i].boardCol === col) {
return pieces[i];
}
}
return null;
}
function createBoard() {
for (var row = 0; row < BOARD_HEIGHT; row++) {
boardSquares[row] = [];
for (var col = 0; col < BOARD_WIDTH; col++) {
var isLight = (row + col) % 2 === 0;
var square = game.addChild(LK.getAsset(isLight ? 'lightSquare' : 'darkSquare', {
anchorX: 0.5,
anchorY: 0.5
}));
var pos = getBoardPosition(row, col);
square.x = pos.x;
square.y = pos.y;
square.boardRow = row;
square.boardCol = col;
boardSquares[row][col] = square;
}
}
}
function createPieces() {
// Create pieces for both players
var pieceSetup = [
// White pieces (bottom)
{
type: 'rook',
color: 0,
row: 8,
col: 0
}, {
type: 'knight',
color: 0,
row: 8,
col: 1
}, {
type: 'warElephant',
color: 0,
row: 9,
col: 0
}, {
type: 'warElephant',
color: 0,
row: 9,
col: 10
}, {
type: 'bishop',
color: 0,
row: 8,
col: 2
}, {
type: 'minister',
color: 0,
row: 8,
col: 4
}, {
type: 'king',
color: 0,
row: 8,
col: 5
}, {
type: 'bishop',
color: 0,
row: 8,
col: 8
}, {
type: 'siegeTower',
color: 0,
row: 9,
col: 6
}, {
type: 'siegeTower',
color: 0,
row: 9,
col: 4
}, {
type: 'queen',
color: 0,
row: 8,
col: 6
}, {
type: 'giraffe',
color: 0,
row: 8,
col: 3
}, {
type: 'giraffe',
color: 0,
row: 8,
col: 7
}, {
type: 'knight',
color: 0,
row: 8,
col: 9
}, {
type: 'rook',
color: 0,
row: 8,
col: 10
},
// White royal guards
{
type: 'royalGuard',
color: 0,
row: 9,
col: 5
},
// White lions
{
type: 'lion',
color: 0,
row: 9,
col: 1
}, {
type: 'lion',
color: 0,
row: 9,
col: 9
},
// White camels
{
type: 'camel',
color: 0,
row: 9,
col: 2
}, {
type: 'camel',
color: 0,
row: 9,
col: 8
},
// White bulls
{
type: 'bull',
color: 0,
row: 9,
col: 3
}, {
type: 'bull',
color: 0,
row: 9,
col: 7
},
// Black pieces (top)
{
type: 'rook',
color: 1,
row: 1,
col: 0
}, {
type: 'knight',
color: 1,
row: 1,
col: 1
}, {
type: 'warElephant',
color: 1,
row: 0,
col: 0
}, {
type: 'warElephant',
color: 1,
row: 0,
col: 10
}, {
type: 'bishop',
color: 1,
row: 1,
col: 2
}, {
type: 'minister',
color: 1,
row: 1,
col: 6
}, {
type: 'king',
color: 1,
row: 1,
col: 5
}, {
type: 'bishop',
color: 1,
row: 1,
col: 8
}, {
type: 'siegeTower',
color: 1,
row: 0,
col: 6
}, {
type: 'siegeTower',
color: 1,
row: 0,
col: 4
}, {
type: 'queen',
color: 1,
row: 1,
col: 4
}, {
type: 'giraffe',
color: 1,
row: 1,
col: 3
}, {
type: 'giraffe',
color: 1,
row: 1,
col: 7
}, {
type: 'knight',
color: 1,
row: 1,
col: 9
}, {
type: 'rook',
color: 1,
row: 1,
col: 10
},
// Black royal guards
{
type: 'royalGuard',
color: 1,
row: 0,
col: 5
},
// Black lions
{
type: 'lion',
color: 1,
row: 0,
col: 1
}, {
type: 'lion',
color: 1,
row: 0,
col: 9
},
// Black camels
{
type: 'camel',
color: 1,
row: 0,
col: 2
}, {
type: 'camel',
color: 1,
row: 0,
col: 8
},
// Black bulls
{
type: 'bull',
color: 1,
row: 0,
col: 3
}, {
type: 'bull',
color: 1,
row: 0,
col: 7
}];
// Add Pawn of the War Machine for each side
pieceSetup.push({
type: 'pawnOfTheWarMachine',
color: 0,
row: 7,
col: 1
}); // White Pawn of the War Machine
pieceSetup.push({
type: 'pawnOfTheWarMachine',
color: 1,
row: 2,
col: 9
}); // Black Pawn of the War Machine
// Add Camel Pawn for each side
pieceSetup.push({
type: 'camelPawn',
color: 0,
row: 7,
col: 2
}); // White Camel Pawn
pieceSetup.push({
type: 'camelPawn',
color: 1,
row: 2,
col: 8
}); // Black Camel Pawn
// Add Pawn of the Elephant for each side
pieceSetup.push({
type: 'pawnOfTheElephant',
color: 0,
row: 7,
col: 3
}); // White Pawn of the Elephant
pieceSetup.push({
type: 'pawnOfTheElephant',
color: 1,
row: 2,
col: 7
}); // Black Pawn of the Elephant
// Add Minister's Pawn for each side
pieceSetup.push({
type: 'ministersPawn',
color: 0,
row: 7,
col: 4
}); // White Minister's Pawn
pieceSetup.push({
type: 'ministersPawn',
color: 1,
row: 2,
col: 6
}); // Black Minister's Pawn
// Add King's Pawn for each side
pieceSetup.push({
type: 'kingsPawn',
color: 0,
row: 7,
col: 5
}); // White King's Pawn
pieceSetup.push({
type: 'kingsPawn',
color: 1,
row: 2,
col: 5
}); // Black King's Pawn
// Add Vizier's Pawn for each side
pieceSetup.push({
type: 'viziersPawn',
color: 0,
row: 7,
col: 6
}); // White Vizier's Pawn
pieceSetup.push({
type: 'viziersPawn',
color: 1,
row: 2,
col: 4
}); // Black Vizier's Pawn
// Add Giraffe Pawn for each side
pieceSetup.push({
type: 'giraffePawn',
color: 0,
row: 7,
col: 7
}); // White Giraffe Pawn
pieceSetup.push({
type: 'giraffePawn',
color: 1,
row: 2,
col: 3
}); // Black Giraffe Pawn
// Add Knight Pawn for each side
pieceSetup.push({
type: 'knightPawn',
color: 0,
row: 7,
col: 9
}); // White Knight Pawn
pieceSetup.push({
type: 'knightPawn',
color: 1,
row: 2,
col: 1
}); // Black Knight Pawn
// Add Rook Pawn for each side
pieceSetup.push({
type: 'rookPawn',
color: 0,
row: 7,
col: 10
}); // White Rook Pawn
pieceSetup.push({
type: 'rookPawn',
color: 1,
row: 2,
col: 0
}); // Black Rook Pawn
// Add Pawn of the Leader for each side
pieceSetup.push({
type: 'pawnOfTheLeader',
color: 0,
row: 7,
col: 8
}); // White Pawn of the Leader
pieceSetup.push({
type: 'pawnOfTheLeader',
color: 1,
row: 2,
col: 2
}); // Black Pawn of the Leader
// Add Guard's Pawn for each side - in front of the King's Pawn
pieceSetup.push({
type: 'guardsPawn',
color: 0,
row: 6,
col: 5
}); // White Guard's Pawn (in front of White King's Pawn)
pieceSetup.push({
type: 'guardsPawn',
color: 1,
row: 3,
col: 5
}); // Black Guard's Pawn (in front of Black King's Pawn)
// Add Pawn of the Bull for each side - in front of the Pawn of the Leader
pieceSetup.push({
type: 'pawnOfTheBull',
color: 0,
row: 6,
col: 8
}); // White Pawn of the Bull (in front of White Pawn of the Leader)
pieceSetup.push({
type: 'pawnOfTheBull',
color: 1,
row: 3,
col: 2
}); // Black Pawn of the Bull (in front of Black Pawn of the Leader)
// Add Lion's Pawn for each side - in front of the Camel's Pawn
pieceSetup.push({
type: 'lionsPawn',
color: 0,
row: 6,
col: 2
}); // White Lion's Pawn (in front of White Camel Pawn)
pieceSetup.push({
type: 'lionsPawn',
color: 1,
row: 3,
col: 8
}); // Black Lion's Pawn (in front of Black Camel Pawn)
// Add regular pawn for each side
pieceSetup.push({
type: 'pawn',
color: 0,
row: 7,
col: 0
}); // White Pawn
pieceSetup.push({
type: 'pawn',
color: 1,
row: 2,
col: 10
}); // Black Pawn
for (var i = 0; i < pieceSetup.length; i++) {
var setup = pieceSetup[i];
var piece = game.addChild(new ChessPiece(setup.type, setup.color, setup.row, setup.col));
var pos = getBoardPosition(setup.row, setup.col);
piece.x = pos.x;
piece.y = pos.y;
pieces.push(piece);
}
}
function clearHighlights() {
for (var i = 0; i < highlightedSquares.length; i++) {
highlightedSquares[i].destroy();
}
highlightedSquares = [];
}
function highlightMoves(moves) {
clearHighlights();
for (var i = 0; i < moves.length; i++) {
var move = moves[i];
var assetName = move.isCastling ? 'castlingSquare' : 'highlightSquare';
var highlight = game.addChild(LK.getAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
}));
var pos = getBoardPosition(move.row, move.col);
highlight.x = pos.x;
highlight.y = pos.y;
highlightedSquares.push(highlight);
}
}
function selectPiece(piece) {
if (selectedPiece) {
selectedPiece.removeChild(selectedPiece.selectionHighlight);
selectedPiece.selectionHighlight = null;
}
selectedPiece = piece;
if (piece) {
piece.selectionHighlight = piece.addChild(LK.getAsset('selectedSquare', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
}));
var validMoves = piece.getValidMoves();
highlightMoves(validMoves);
} else {
clearHighlights();
}
}
function makeMove(piece, targetRow, targetCol, moveData) {
var originalRow = piece.boardRow;
var originalCol = piece.boardCol;
var capturedPiece = null;
var capturedPieces = [];
// Handle special moves
if (moveData && moveData.isCastling) {
// Move the rook for castling
var rook = getPieceAt(originalRow, moveData.rookFromCol);
if (rook) {
rook.moveTo(originalRow, moveData.rookToCol);
}
} else if (moveData && moveData.isEnPassant) {
// Capture the pawn for en passant
capturedPiece = getPieceAt(moveData.captureRow, moveData.captureCol);
if (capturedPiece) {
capturedPieces.push(capturedPiece);
}
} else if (moveData && moveData.capturesInPath) {
// Handle siegeTower path captures
for (var k = 0; k < moveData.capturesInPath.length; k++) {
var capturePos = moveData.capturesInPath[k];
var pathPiece = getPieceAt(capturePos.row, capturePos.col);
if (pathPiece) {
capturedPieces.push(pathPiece);
}
}
} else {
capturedPiece = getPieceAt(targetRow, targetCol);
if (capturedPiece) {
capturedPieces.push(capturedPiece);
}
}
// Remove all captured pieces
for (var k = 0; k < capturedPieces.length; k++) {
var capPiece = capturedPieces[k];
var index = pieces.indexOf(capPiece);
if (index > -1) {
pieces.splice(index, 1);
}
capPiece.destroy();
}
if (capturedPieces.length > 0) {
LK.getSound('capture').play();
} else {
LK.getSound('move').play();
}
// Store move for en passant detection
lastMove = {
piece: piece,
fromRow: originalRow,
fromCol: originalCol,
toRow: targetRow,
toCol: targetCol
};
piece.moveTo(targetRow, targetCol);
// Track movement for pawn's pawn
if (piece.pieceType === 'pawnsPawn') {
for (var mc = 0; mc < pawnsPawnMovementCount.length; mc++) {
if (pawnsPawnMovementCount[mc].piece === piece) {
pawnsPawnMovementCount[mc].moves++;
break;
}
}
}
// Check for vizier promotion
if (piece.pieceType === 'queen' && !piece.isPromoted) {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
piece.isPromoted = true;
// Visual feedback for promotion
LK.effects.flashObject(piece, 0xFFD700, 1000); // Flash gold
}
}
// Check for minister promotion
if (piece.pieceType === 'minister' && !piece.isPromoted) {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
piece.isPromoted = true;
// Visual feedback for promotion
LK.effects.flashObject(piece, 0x9932CC, 1000); // Flash purple
}
}
// Check for Pawn of the War Machine promotion
if (piece.pieceType === 'pawnOfTheWarMachine') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into siege tower
piece.pieceType = 'siegeTower';
// Change texture to siege tower
piece.removeChildAt(0); // Remove old texture
var siegeTowerGraphics = piece.attachAsset('siegeTower', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
siegeTowerGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0x00FF00, 1000); // Flash green
}
}
// Check for Camel Pawn promotion
if (piece.pieceType === 'camelPawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into camel
piece.pieceType = 'camel';
// Change texture to camel
piece.removeChildAt(0); // Remove old texture
var camelGraphics = piece.attachAsset('camel', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
camelGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0xFFFF00, 1000); // Flash yellow
}
}
// Check for Minister's Pawn promotion
if (piece.pieceType === 'ministersPawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into promoted minister
piece.pieceType = 'minister';
piece.isPromoted = true;
// Change texture to minister
piece.removeChildAt(0); // Remove old texture
var ministerGraphics = piece.attachAsset('minister', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
ministerGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0x9932CC, 1000); // Flash purple
}
}
// Check for Pawn of the Elephant promotion
if (piece.pieceType === 'pawnOfTheElephant') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into war elephant
piece.pieceType = 'warElephant';
// Change texture to war elephant
piece.removeChildAt(0); // Remove old texture
var warElephantGraphics = piece.attachAsset('warElephant', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
warElephantGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0x8B4513, 1000); // Flash brown
}
}
// Check for King's Pawn promotion
if (piece.pieceType === 'kingsPawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into shahsade
piece.pieceType = 'shahsade';
// Change texture to shahsade
piece.removeChildAt(0); // Remove old texture
var shahsadeGraphics = piece.attachAsset('shahsade', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
shahsadeGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0xFF4500, 1000); // Flash orange red
}
}
// Check for Vizier's Pawn promotion
if (piece.pieceType === 'viziersPawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into promoted vizier
piece.pieceType = 'queen';
piece.isPromoted = true;
// Change texture to queen
piece.removeChildAt(0); // Remove old texture
var queenGraphics = piece.attachAsset('queen', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
queenGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0xFFD700, 1000); // Flash gold
}
}
// Check for Giraffe Pawn promotion
if (piece.pieceType === 'giraffePawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into giraffe
piece.pieceType = 'giraffe';
// Change texture to giraffe
piece.removeChildAt(0); // Remove old texture
var giraffeGraphics = piece.attachAsset('giraffe', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
giraffeGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0xFFA500, 1000); // Flash orange
}
}
// Check for Knight Pawn promotion
if (piece.pieceType === 'knightPawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into knight
piece.pieceType = 'knight';
// Change texture to knight
piece.removeChildAt(0); // Remove old texture
var knightGraphics = piece.attachAsset('knight', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
knightGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0x00CED1, 1000); // Flash dark turquoise
}
}
// Check for Rook Pawn promotion
if (piece.pieceType === 'rookPawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into rook
piece.pieceType = 'rook';
// Change texture to rook
piece.removeChildAt(0); // Remove old texture
var rookGraphics = piece.attachAsset('rook', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
rookGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0x0000FF, 1000); // Flash blue
}
}
// Check for Pawn of the Leader promotion
if (piece.pieceType === 'pawnOfTheLeader') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into bishop
piece.pieceType = 'bishop';
// Change texture to bishop
piece.removeChildAt(0); // Remove old texture
var bishopGraphics = piece.attachAsset('bishop', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
bishopGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0x800080, 1000); // Flash purple
}
}
// Check for Guard's Pawn promotion
if (piece.pieceType === 'guardsPawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into royalGuard
piece.pieceType = 'royalGuard';
// Change texture to royalGuard
piece.removeChildAt(0); // Remove old texture
var royalGuardGraphics = piece.attachAsset('royalGuard', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
royalGuardGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0xCD5C5C, 1000); // Flash indian red
}
}
// Check for Pawn of the Bull promotion
if (piece.pieceType === 'pawnOfTheBull') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into bull
piece.pieceType = 'bull';
// Change texture to bull
piece.removeChildAt(0); // Remove old texture
var bullGraphics = piece.attachAsset('bull', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
bullGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0xB8860B, 1000); // Flash dark goldenrod
}
}
// Check for Lion's Pawn promotion
if (piece.pieceType === 'lionsPawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into lion
piece.pieceType = 'lion';
// Change texture to lion
piece.removeChildAt(0); // Remove old texture
var lionGraphics = piece.attachAsset('lion', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
lionGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0xFFD700, 1000); // Flash gold
}
}
// Check for regular pawn promotion to pawn's pawn
if (piece.pieceType === 'pawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Transform into pawn's pawn
piece.pieceType = 'pawnsPawn';
// Initialize movement count for this pawn's pawn
pawnsPawnMovementCount.push({
piece: piece,
moves: 0
});
// Change texture to pawn's pawn
piece.removeChildAt(0); // Remove old texture
var pawnsPawnGraphics = piece.attachAsset('pawnsPawn', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
pawnsPawnGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0xFF69B4, 1000); // Flash hot pink
}
}
// Check for Pawn's Pawn promotion
if (piece.pieceType === 'pawnsPawn') {
var opponentLastRow = piece.pieceColor === 0 ? 0 : BOARD_HEIGHT - 1;
if (targetRow === opponentLastRow) {
// Find movement count for this piece
var moveCount = 0;
for (var mc = 0; mc < pawnsPawnMovementCount.length; mc++) {
if (pawnsPawnMovementCount[mc].piece === piece) {
moveCount = pawnsPawnMovementCount[mc].moves;
break;
}
}
// Must move at least 1 square to be promoted
if (moveCount >= 1) {
// Transform into adventurous king
piece.pieceType = 'adventurousKing';
// Change texture to adventurous king
piece.removeChildAt(0); // Remove old texture
var adventurousKingGraphics = piece.attachAsset('adventurousKing', {
anchorX: 0.5,
anchorY: 0.5
});
if (piece.pieceColor === 1) {
adventurousKingGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(piece, 0x00FFFF, 1000); // Flash cyan
}
}
}
// Check for shahsade victory condition - capturing king with shahsade is immediate win
if (piece.pieceType === 'shahsade' && capturedPieces.length > 0) {
for (var k = 0; k < capturedPieces.length; k++) {
if (capturedPieces[k].pieceType === 'king') {
// Shahsade captured the king - immediate victory
LK.setScore(1);
LK.showYouWin();
return;
}
}
}
currentPlayer = 1 - currentPlayer;
selectPiece(null);
// Check for victory conditions
checkGameEnd();
}
function isSquareAttacked(row, col, byColor) {
for (var i = 0; i < pieces.length; i++) {
var piece = pieces[i];
if (piece.pieceColor !== byColor) {
continue;
}
var moves = piece.getRawMoves();
for (var j = 0; j < moves.length; j++) {
if (moves[j].row === row && moves[j].col === col) {
return true;
}
}
}
return false;
}
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;
}
// Check if the attacking player has a shahsade
var attackingColor = 1 - color;
var hasShahsade = false;
for (var i = 0; i < pieces.length; i++) {
if (pieces[i].pieceColor === attackingColor && pieces[i].pieceType === 'shahsade') {
hasShahsade = true;
break;
}
}
// If attacker has shahsade and it hasn't been promoted, they cannot check the king
if (hasShahsade && !shahsadePromoted[attackingColor]) {
return false;
}
return isSquareAttacked(king.boardRow, king.boardCol, 1 - color);
}
function isValidMoveConsideringCheck(piece, targetRow, targetCol) {
// Simulate the move
var originalRow = piece.boardRow;
var originalCol = piece.boardCol;
var capturedPiece = getPieceAt(targetRow, targetCol);
var capturedIndex = -1;
if (capturedPiece) {
capturedIndex = pieces.indexOf(capturedPiece);
pieces.splice(capturedIndex, 1);
}
piece.boardRow = targetRow;
piece.boardCol = targetCol;
// Convert adventurous king if needed after simulated move
convertAdventurousKingIfNeeded(piece.pieceColor);
var stillInCheck = isInCheck(piece.pieceColor);
var hasImmunity = hasImmunityPiece(piece.pieceColor);
// Restore the position
piece.boardRow = originalRow;
piece.boardCol = originalCol;
if (capturedPiece && capturedIndex > -1) {
pieces.splice(capturedIndex, 0, capturedPiece);
}
// Player can ignore check only if they have immunity piece
if (hasImmunity) return true;
// Otherwise check must be resolved
return !stillInCheck;
}
function hasValidMoves(color) {
for (var i = 0; i < pieces.length; i++) {
var piece = pieces[i];
if (piece.pieceColor !== color) {
continue;
}
var moves = piece.getRawMoves();
for (var j = 0; j < moves.length; j++) {
if (isValidMoveConsideringCheck(piece, moves[j].row, moves[j].col)) {
return true;
}
}
}
return false;
}
function isSideLMove(fromRow, fromCol, toRow, toCol) {
var rowDiff = Math.abs(toRow - fromRow);
var colDiff = Math.abs(toCol - fromCol);
// Yan L: 2 yatay (col), 1 dikey (row)
if (rowDiff === 1 && colDiff === 2) {
return true; // Bu hareket yan L hareketidir
}
return false;
}
function hasRealKing(color) {
for (var i = 0; i < pieces.length; i++) {
if (pieces[i].pieceColor === color && pieces[i].pieceType === 'king') {
return true;
}
}
return false;
}
function hasAdventurousKing(color) {
for (var i = 0; i < pieces.length; i++) {
if (pieces[i].pieceColor === color && pieces[i].pieceType === 'adventurousKing') {
return true;
}
}
return false;
}
function hasShahsade(color) {
for (var i = 0; i < pieces.length; i++) {
if (pieces[i].pieceColor === color && pieces[i].pieceType === 'shahsade') {
return true;
}
}
return false;
}
function convertAdventurousKingIfNeeded(color) {
if (hasRealKing(color) || hasShahsade(color)) {
return;
}
for (var r = 0; r < BOARD_HEIGHT; r++) {
for (var c = 0; c < BOARD_WIDTH; c++) {
var p = getPieceAt(r, c);
if (p && p.pieceColor === color && p.pieceType === 'adventurousKing') {
p.pieceType = 'king';
// Change texture to king
p.removeChildAt(0); // Remove old texture
var kingGraphics = p.attachAsset('king', {
anchorX: 0.5,
anchorY: 0.5
});
if (p.pieceColor === 1) {
kingGraphics.tint = 0x333333;
}
// Visual feedback for conversion
LK.effects.flashObject(p, 0xFFD700, 1000); // Flash gold
console.log('AdventurousKing converted to KING at (' + r + ',' + c + ')');
return;
}
}
}
}
function checkGameEnd() {
// Convert adventurous kings if needed for both players
convertAdventurousKingIfNeeded(0);
convertAdventurousKingIfNeeded(1);
var whiteKing = findKing(0);
var blackKing = findKing(1);
// Check if a player who brought shahsade into play loses their king
if (!whiteKing) {
// White king is captured - check if white has shahsade
var whiteShahsade = null;
for (var i = 0; i < pieces.length; i++) {
if (pieces[i].pieceColor === 0 && pieces[i].pieceType === 'shahsade') {
whiteShahsade = pieces[i];
break;
}
}
if (whiteShahsade) {
// Promote shahsade to new shah (king)
whiteShahsade.pieceType = 'king';
// Mark that white's shahsade has been promoted
shahsadePromoted[0] = true;
// Change texture to king
whiteShahsade.removeChildAt(0); // Remove old texture
var kingGraphics = whiteShahsade.attachAsset('king', {
anchorX: 0.5,
anchorY: 0.5
});
if (whiteShahsade.pieceColor === 1) {
kingGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(whiteShahsade, 0xFFD700, 1000); // Flash gold
// Check if player is in checkmate after promotion
if (isInCheck(0) && !hasValidMoves(0)) {
LK.setScore(1);
LK.showGameOver();
return;
}
// Game continues, don't end
return;
} else {
LK.setScore(1);
LK.showGameOver();
return;
}
}
if (!blackKing) {
// Black king is captured - check if black has shahsade
var blackShahsade = null;
for (var i = 0; i < pieces.length; i++) {
if (pieces[i].pieceColor === 1 && pieces[i].pieceType === 'shahsade') {
blackShahsade = pieces[i];
break;
}
}
if (blackShahsade) {
// Promote shahsade to new shah (king)
blackShahsade.pieceType = 'king';
// Mark that black's shahsade has been promoted
shahsadePromoted[1] = true;
// Change texture to king
blackShahsade.removeChildAt(0); // Remove old texture
var kingGraphics = blackShahsade.attachAsset('king', {
anchorX: 0.5,
anchorY: 0.5
});
if (blackShahsade.pieceColor === 1) {
kingGraphics.tint = 0x333333;
}
// Visual feedback for promotion
LK.effects.flashObject(blackShahsade, 0xFFD700, 1000); // Flash gold
// Check if player is in checkmate after promotion
if (isInCheck(1) && !hasValidMoves(1)) {
LK.setScore(1);
LK.showGameOver();
return;
}
// Game continues, don't end
return;
} else {
LK.setScore(1);
LK.showGameOver();
return;
}
}
var inCheck = isInCheck(currentPlayer);
var hasValid = hasValidMoves(currentPlayer);
// Check for checkmate using new function that respects check privileges
if (isCheckmate(currentPlayer)) {
// Checkmate
LK.setScore(1);
LK.showGameOver();
} else if (!hasValid) {
// Stalemate
LK.setScore(0);
LK.showGameOver();
}
}
function initializeGame() {
createBoard();
createPieces();
gameStarted = true;
}
// Player turn indicator
var turnText = new Text2('White to move', {
size: 80,
fill: 0xFFFFFF
});
turnText.anchor.set(0.5, 0);
LK.gui.top.addChild(turnText);
game.down = function (x, y, obj) {
if (!gameStarted) {
return;
}
var coords = getBoardCoordinates(x, y);
if (!isValidSquare(coords.row, coords.col)) {
return;
}
var clickedPiece = getPieceAt(coords.row, coords.col);
if (selectedPiece) {
var validMoves = selectedPiece.getValidMoves();
var isValidMove = false;
for (var i = 0; i < validMoves.length; i++) {
if (validMoves[i].row === coords.row && validMoves[i].col === coords.col) {
isValidMove = true;
break;
}
}
if (isValidMove) {
var moveData = null;
for (var i = 0; i < validMoves.length; i++) {
if (validMoves[i].row === coords.row && validMoves[i].col === coords.col) {
moveData = validMoves[i];
break;
}
}
makeMove(selectedPiece, coords.row, coords.col, moveData);
return;
}
}
if (clickedPiece && clickedPiece.pieceColor === currentPlayer) {
selectPiece(clickedPiece);
} else {
selectPiece(null);
}
};
game.update = function () {
if (!gameStarted) {
initializeGame();
}
// Try teleporting pawn of pawns for current player
tryTeleportPawnOfPawns(currentPlayer);
var playerText = currentPlayer === 0 ? 'White to move' : 'Black to move';
if (isInCheck(currentPlayer)) {
playerText += ' (Check!)';
}
turnText.setText(playerText);
};
// List of types the pawn_of_pawns cannot threaten
var EXCLUDED_TYPES = ['camelPawn', 'giraffePawn', 'guardsPawn', 'kingsPawn', 'knightPawn', 'lionsPawn', 'ministersPawn', 'pawnOfTheBull', 'pawnOfTheElephant', 'pawnOfTheLeader', 'pawn', 'pawnOfTheWarMachine', 'viziersPawn', 'king'];
function tryTeleportPawnOfPawns(color) {
for (var r = 0; r < BOARD_HEIGHT; r++) {
for (var c = 0; c < BOARD_WIDTH; c++) {
var p = getPieceAt(r, c);
if (p && p.pieceType === 'pawnsPawn' && p.pieceColor === color && !p.hasTeleported) {
for (var tr = 0; tr < BOARD_HEIGHT; tr++) {
for (var tc = 0; tc < BOARD_WIDTH; tc++) {
if (getPieceAt(tr, tc)) continue; // Square must be empty
var threats = countValidThreats(tr, tc, color);
var blocksImmobilizedEnemy = threatensBlockedEnemy(tr, tc, color);
if (threats >= 2 || blocksImmobilizedEnemy) {
// Teleport the pawn of pawns
p.boardRow = tr;
p.boardCol = tc;
p.hasTeleported = true;
var pos = getBoardPosition(tr, tc);
tween(p, {
x: pos.x,
y: pos.y
}, {
duration: 300
});
console.log('Pawn of Pawns TELEPORTED to (' + tr + ',' + tc + ')');
return;
}
}
}
}
}
}
}
function countValidThreats(row, col, color) {
var count = 0;
var dirs = [[-1, -1], [-1, 1], [1, -1], [1, 1]]; // Diagonals
for (var d = 0; d < dirs.length; d++) {
var dir = dirs[d];
var r = row + dir[0];
var c = col + dir[1];
if (isValidSquare(r, c)) {
var enemy = getPieceAt(r, c);
if (enemy && enemy.pieceColor !== color && EXCLUDED_TYPES.indexOf(enemy.pieceType) === -1) {
// Additional check: pawn of pawns cannot teleport to threaten the king
if (enemy.pieceType === 'king') {
return 0; // Prevent teleportation if it would threaten the king
}
count++;
}
}
}
return count;
}
function threatensBlockedEnemy(row, col, color) {
var dirs = [[-1, -1], [-1, 1], [1, -1], [1, 1]]; // Diagonals
for (var d = 0; d < dirs.length; d++) {
var dir = dirs[d];
var r = row + dir[0];
var c = col + dir[1];
if (isValidSquare(r, c)) {
var enemy = getPieceAt(r, c);
if (enemy && enemy.pieceColor !== color && EXCLUDED_TYPES.indexOf(enemy.pieceType) === -1) {
// Additional check: pawn of pawns cannot teleport to threaten the king
if (enemy.pieceType === 'king') {
return false; // Prevent teleportation if it would threaten the king
}
if (!hasLegalMovesForPiece(enemy, r, c)) {
return true;
}
}
}
}
return false;
}
function hasLegalMovesForPiece(piece, row, col) {
var moves = piece.getRawMoves();
for (var i = 0; i < moves.length; i++) {
if (isValidMoveConsideringCheck(piece, moves[i].row, moves[i].col)) {
return true;
}
}
return false;
}
function hasImmunityPiece(color) {
for (var i = 0; i < pieces.length; i++) {
if (pieces[i].pieceColor === color) {
if (pieces[i].pieceType === 'adventurousKing' || pieces[i].pieceType === 'shahsade') {
return true;
}
}
}
return false;
}
function hasCheckPrivilege(color) {
return hasAdventurousKing(color) || hasShahsade(color);
}
function isCheckmate(color) {
if (hasImmunityPiece(color)) {
console.log(color === 0 ? 'White' : 'Black' + ' has immunity — checkmate ignored.');
return false;
}
return isInCheck(color) && !hasValidMoves(color);
} ===================================================================
--- original.js
+++ change.js
@@ -1437,9 +1437,9 @@
});
}
}
}
- // 2 squares diagonally, horizontally, vertically (same as shahsade)
+ // 2 squares diagonally, horizontally, vertically (adventurous Shah can jump over pieces)
var adventurousKingDirections = [{
dr: 0,
dc: 2
}, {
@@ -1468,27 +1468,16 @@
var dir = adventurousKingDirections[i];
var newRow = self.boardRow + dir.dr;
var newCol = self.boardCol + dir.dc;
if (isValidSquare(newRow, newCol)) {
- // Check if path is blocked by any piece
- var pathBlocked = false;
- var stepRow = dir.dr === 0 ? 0 : dir.dr > 0 ? 1 : -1;
- var stepCol = dir.dc === 0 ? 0 : dir.dc > 0 ? 1 : -1;
- var checkRow = self.boardRow + stepRow;
- var checkCol = self.boardCol + stepCol;
- var pathPiece = getPieceAt(checkRow, checkCol);
- if (pathPiece) {
- pathBlocked = true;
+ // Adventurous Shah can jump over pieces - no path blocking check
+ var piece = getPieceAt(newRow, newCol);
+ if (!piece || piece.pieceColor !== self.pieceColor) {
+ moves.push({
+ row: newRow,
+ col: newCol
+ });
}
- if (!pathBlocked) {
- var piece = getPieceAt(newRow, newCol);
- if (!piece || piece.pieceColor !== self.pieceColor) {
- moves.push({
- row: newRow,
- col: newCol
- });
- }
- }
}
}
break;
case 'kingsPawn':