User prompt
CRAZY MODE DOSENT WORK; FIX THAT
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Make buttons bigger and more spaced out
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When I tap the crazy mode button, it makes me go to classic mode
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Make the classic mode button stop dancing
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(bg, 0.1, {' Line Number: 368 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add a button that, when you tap crazy mode, makes you go to the crazy mode
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Make the buttons for each gamemode a little more spaced out
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Crazy mode is the same as classic mode but the AI has a chance to use some crazy abilities after moving a piece! (Abilities: Freeze: makes a white piece not move for 2 turns; Instant promotion: turns a black piece either into a queen, bishop or rook; Stampede: kills 3 random pieces [black pieces included]; Summon: summons a rook out of nowhere on an empty tile)
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Crazy mode is the same as classic mode but the AI has crazy abilities!
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(bg, 0.1, {' Line Number: 178 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Now when you tap the "start" Button it makes you go to a game mode screen
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Add a title screen with the name of the game being "Crazy chess"
Code edit (1 edits merged)
Please save this source code
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Chess Master
Initial prompt
Chess
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var ChessPiece = Container.expand(function (type, color) { var self = Container.call(this); self.type = type; self.color = color; self.hasMoved = false; var pieceId = color + type.charAt(0).toUpperCase() + type.slice(1); var pieceGraphics = self.attachAsset(pieceId, { anchorX: 0.5, anchorY: 0.5 }); var label; switch (type) { case 'pawn': label = ''; break; case 'rook': label = 'R'; break; case 'knight': label = 'N'; break; case 'bishop': label = 'B'; break; case 'queen': label = 'Q'; break; case 'king': label = 'K'; break; } if (label) { var text = new Text2(label, { size: 40, fill: color === 'white' ? "#000000" : "#ffffff" }); text.anchor.set(0.5, 0.5); self.addChild(text); } return self; }); var ChessSquare = Container.expand(function (row, col, color) { var self = Container.call(this); self.row = row; self.col = col; self.color = color; self.piece = null; var squareGraphics = self.attachAsset(color === 'white' ? 'whiteSquare' : 'blackSquare', { anchorX: 0, anchorY: 0 }); self.highlight = function (type) { if (type === 'selected') { squareGraphics.tint = 0x829769; } else if (type === 'validMove') { squareGraphics.tint = 0xcdd26a; } else { // Reset to original color squareGraphics.tint = color === 'white' ? 0xf0d9b5 : 0xb58863; } }; self.setPiece = function (piece) { if (self.piece) { self.removeChild(self.piece); } self.piece = piece; if (piece) { self.addChild(piece); piece.x = squareGraphics.width / 2; piece.y = squareGraphics.height / 2; } }; self.down = function (x, y, obj) { game.selectSquare(self); }; return self; }); var GameModeScreen = Container.expand(function () { var self = Container.call(this); // Create title text var titleText = new Text2('Select Game Mode', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.y = -250; self.addChild(titleText); // Create mode buttons var classicButton = new Text2('CLASSIC', { size: 60, fill: 0xFFFFFF }); classicButton.anchor.set(0.5, 0.5); classicButton.y = -50; self.addChild(classicButton); var crazyButton = new Text2('CRAZY MODE', { size: 60, fill: 0xFFFFFF }); crazyButton.anchor.set(0.5, 0.5); crazyButton.y = 50; self.addChild(crazyButton); var tournamentButton = new Text2('TOURNAMENT', { size: 60, fill: 0xFFFFFF }); tournamentButton.anchor.set(0.5, 0.5); tournamentButton.y = 150; self.addChild(tournamentButton); var backButton = new Text2('< BACK', { size: 40, fill: 0xFFFFFF }); backButton.anchor.set(0.5, 0.5); backButton.y = 300; self.addChild(backButton); // Add highlighting for buttons var buttons = [classicButton, crazyButton, tournamentButton, backButton]; var buttonBackgrounds = []; // Create button backgrounds for (var i = 0; i < buttons.length; i++) { var btn = buttons[i]; var bg = LK.getAsset('blackSquare', { anchorX: 0.5, anchorY: 0.5, width: btn.width + 40, height: btn.height + 20, tint: 0x3a3a3a }); bg.alpha = 0.7; bg.x = btn.x; bg.y = btn.y; buttonBackgrounds.push(bg); self.addChild(bg); self.addChild(btn); // Re-add button to put it on top } // Add button hover effects for (var i = 0; i < buttons.length; i++) { (function (index) { var btn = buttons[index]; var bg = buttonBackgrounds[index]; btn.interactive = true; btn.down = function (x, y, obj) { // Flash button when clicked tween.to(bg, 0.1, { alpha: 1, onComplete: function onComplete() { tween.to(bg, 0.1, { alpha: 0.7 }); } }); // Handle button action if (index === 0) { // Classic mode game.gameMode = 'classic'; game.startGame(); } else if (index === 1) { // Crazy mode game.gameMode = 'crazy'; game.startGame(); } else if (index === 2) { // Tournament mode game.gameMode = 'tournament'; game.startGame(); } else if (index === 3) { // Back button game.showTitleScreen(); } }; })(i); } // Pulse animation for the first button var pulseScale = 1; var increasing = true; self.update = function () { // Pulse effect for the Classic button if (increasing) { pulseScale += 0.002; if (pulseScale >= 1.05) { increasing = false; } } else { pulseScale -= 0.002; if (pulseScale <= 0.95) { increasing = true; } } classicButton.scale.set(pulseScale); buttonBackgrounds[0].scale.set(pulseScale); }; return self; }); var TitleScreen = Container.expand(function () { var self = Container.call(this); // Create title text var titleText = new Text2('Crazy Chess', { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); self.addChild(titleText); // Create start button var startButton = new Text2('TAP TO START', { size: 60, fill: 0xFFFFFF }); startButton.anchor.set(0.5, 0.5); startButton.y = 200; self.addChild(startButton); // Add pulsing animation to the start button var pulseScale = 1; var increasing = true; self.update = function () { // Pulse effect for start button if (increasing) { pulseScale += 0.003; if (pulseScale >= 1.1) { increasing = false; } } else { pulseScale -= 0.003; if (pulseScale <= 0.9) { increasing = true; } } startButton.scale.set(pulseScale); }; // Handle tap anywhere to start self.down = function () { game.showGameModeScreen(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c2c2c }); /**** * Game Code ****/ // Game constants var BOARD_SIZE = 8; var SQUARE_SIZE = 100; var BOARD_OFFSET_X = (2048 - BOARD_SIZE * SQUARE_SIZE) / 2; var BOARD_OFFSET_Y = (2732 - BOARD_SIZE * SQUARE_SIZE) / 2; // Game state variables var board = []; var selectedSquare = null; var validMoves = []; var currentPlayer = 'white'; var gameState = 'title'; // 'title', 'modeSelect', 'playing', 'check', 'checkmate', 'stalemate' var aiThinking = false; var titleScreen = null; var gameModeScreen = null; var gameMode = 'classic'; // 'classic', 'crazy', 'tournament' // Initialize the chess board function initializeBoard() { board = []; // Create the 8x8 chess board for (var row = 0; row < BOARD_SIZE; row++) { board[row] = []; for (var col = 0; col < BOARD_SIZE; col++) { var squareColor = (row + col) % 2 === 0 ? 'white' : 'black'; var square = new ChessSquare(row, col, squareColor); square.x = BOARD_OFFSET_X + col * SQUARE_SIZE; square.y = BOARD_OFFSET_Y + row * SQUARE_SIZE; board[row][col] = square; game.addChild(square); } } // Place the pieces on the board placePieces(); } // Place all chess pieces in their starting positions function placePieces() { // Place pawns for (var col = 0; col < BOARD_SIZE; col++) { board[1][col].setPiece(new ChessPiece('pawn', 'black')); board[6][col].setPiece(new ChessPiece('pawn', 'white')); } // Place rooks board[0][0].setPiece(new ChessPiece('rook', 'black')); board[0][7].setPiece(new ChessPiece('rook', 'black')); board[7][0].setPiece(new ChessPiece('rook', 'white')); board[7][7].setPiece(new ChessPiece('rook', 'white')); // Place knights board[0][1].setPiece(new ChessPiece('knight', 'black')); board[0][6].setPiece(new ChessPiece('knight', 'black')); board[7][1].setPiece(new ChessPiece('knight', 'white')); board[7][6].setPiece(new ChessPiece('knight', 'white')); // Place bishops board[0][2].setPiece(new ChessPiece('bishop', 'black')); board[0][5].setPiece(new ChessPiece('bishop', 'black')); board[7][2].setPiece(new ChessPiece('bishop', 'white')); board[7][5].setPiece(new ChessPiece('bishop', 'white')); // Place queens board[0][3].setPiece(new ChessPiece('queen', 'black')); board[7][3].setPiece(new ChessPiece('queen', 'white')); // Place kings board[0][4].setPiece(new ChessPiece('king', 'black')); board[7][4].setPiece(new ChessPiece('king', 'white')); } // Select a square on the chess board game.selectSquare = function (square) { // If AI is thinking, don't allow moves if (aiThinking || gameState === 'checkmate' || gameState === 'stalemate') { return; } // If the current player is not the human player, don't allow moves if (currentPlayer !== 'white') { return; } // Clear previous selections clearHighlights(); // If a square is already selected and the new square is a valid move if (selectedSquare && isValidMove(square)) { // Move the piece movePiece(selectedSquare, square); // Reset selection selectedSquare = null; validMoves = []; // Check for check/checkmate checkGameState(); // If game is still playing, switch to AI turn if (gameState === 'playing' || gameState === 'check') { switchPlayer(); // Start AI turn aiThinking = true; LK.setTimeout(makeAIMove, 1000); } } // If clicking on a piece of the current player else if (square.piece && square.piece.color === currentPlayer) { // Select the square selectedSquare = square; square.highlight('selected'); // Calculate valid moves validMoves = calculateValidMoves(square); // Highlight valid moves for (var i = 0; i < validMoves.length; i++) { var move = validMoves[i]; board[move.row][move.col].highlight('validMove'); } } }; // Check if a move to the target square is valid function isValidMove(targetSquare) { for (var i = 0; i < validMoves.length; i++) { var move = validMoves[i]; if (move.row === targetSquare.row && move.col === targetSquare.col) { return true; } } return false; } // Move a piece from one square to another function movePiece(fromSquare, toSquare) { var piece = fromSquare.piece; // Handle capture if (toSquare.piece) { LK.getSound('capture').play(); } else { LK.getSound('move').play(); } // Move the piece fromSquare.setPiece(null); toSquare.setPiece(piece); // Mark piece as moved (for castling and pawn double move) piece.hasMoved = true; // Handle pawn promotion if (piece.type === 'pawn' && (toSquare.row === 0 || toSquare.row === 7)) { promotePawn(toSquare); } } // Promote a pawn to a queen function promotePawn(square) { var piece = square.piece; square.setPiece(new ChessPiece('queen', piece.color)); LK.getSound('promotion').play(); } // Clear highlights from all squares function clearHighlights() { for (var row = 0; row < BOARD_SIZE; row++) { for (var col = 0; col < BOARD_SIZE; col++) { board[row][col].highlight(); } } } // Calculate valid moves for a piece function calculateValidMoves(square) { var piece = square.piece; var moves = []; if (!piece) { return moves; } var row = square.row; var col = square.col; switch (piece.type) { case 'pawn': calculatePawnMoves(row, col, piece, moves); break; case 'rook': calculateRookMoves(row, col, piece, moves); break; case 'knight': calculateKnightMoves(row, col, piece, moves); break; case 'bishop': calculateBishopMoves(row, col, piece, moves); break; case 'queen': calculateRookMoves(row, col, piece, moves); calculateBishopMoves(row, col, piece, moves); break; case 'king': calculateKingMoves(row, col, piece, moves); break; } // Filter out moves that would put the king in check return filterCheckMoves(square, moves); } // Calculate valid moves for a pawn function calculatePawnMoves(row, col, piece, moves) { var direction = piece.color === 'white' ? -1 : 1; // Move forward one square if (isValidSquare(row + direction, col) && !board[row + direction][col].piece) { moves.push({ row: row + direction, col: col }); // Move forward two squares from starting position if (!piece.hasMoved && isValidSquare(row + 2 * direction, col) && !board[row + 2 * direction][col].piece) { moves.push({ row: row + 2 * direction, col: col }); } } // Captures var captureDirections = [{ row: direction, col: -1 }, { row: direction, col: 1 }]; for (var i = 0; i < captureDirections.length; i++) { var dir = captureDirections[i]; var newRow = row + dir.row; var newCol = col + dir.col; if (isValidSquare(newRow, newCol) && board[newRow][newCol].piece && board[newRow][newCol].piece.color !== piece.color) { moves.push({ row: newRow, col: newCol }); } } } // Calculate valid moves for a rook function calculateRookMoves(row, col, piece, moves) { var directions = [{ row: -1, col: 0 }, // up { row: 1, col: 0 }, // down { row: 0, col: -1 }, // left { row: 0, col: 1 } // right ]; calculateSlidingMoves(row, col, piece, moves, directions); } // Calculate valid moves for a bishop function calculateBishopMoves(row, col, piece, moves) { var directions = [{ row: -1, col: -1 }, // up-left { row: -1, col: 1 }, // up-right { row: 1, col: -1 }, // down-left { row: 1, col: 1 } // down-right ]; calculateSlidingMoves(row, col, piece, moves, directions); } // Calculate valid moves for sliding pieces (rook, bishop, queen) function calculateSlidingMoves(row, col, piece, moves, directions) { for (var i = 0; i < directions.length; i++) { var dir = directions[i]; var newRow = row + dir.row; var newCol = col + dir.col; while (isValidSquare(newRow, newCol)) { var targetSquare = board[newRow][newCol]; if (!targetSquare.piece) { // Empty square, can move here moves.push({ row: newRow, col: newCol }); } else { // Found a piece if (targetSquare.piece.color !== piece.color) { // Can capture opponent's piece moves.push({ row: newRow, col: newCol }); } // Can't move past a piece break; } newRow += dir.row; newCol += dir.col; } } } // Calculate valid moves for a knight function calculateKnightMoves(row, col, piece, moves) { var knightDirections = [{ row: -2, col: -1 }, { row: -2, col: 1 }, { row: -1, col: -2 }, { row: -1, col: 2 }, { row: 1, col: -2 }, { row: 1, col: 2 }, { row: 2, col: -1 }, { row: 2, col: 1 }]; for (var i = 0; i < knightDirections.length; i++) { var dir = knightDirections[i]; var newRow = row + dir.row; var newCol = col + dir.col; if (isValidSquare(newRow, newCol)) { var targetSquare = board[newRow][newCol]; if (!targetSquare.piece || targetSquare.piece.color !== piece.color) { moves.push({ row: newRow, col: newCol }); } } } } // Calculate valid moves for a king function calculateKingMoves(row, col, piece, moves) { var kingDirections = [{ row: -1, col: -1 }, { row: -1, col: 0 }, { row: -1, col: 1 }, { row: 0, col: -1 }, { row: 0, col: 1 }, { row: 1, col: -1 }, { row: 1, col: 0 }, { row: 1, col: 1 }]; for (var i = 0; i < kingDirections.length; i++) { var dir = kingDirections[i]; var newRow = row + dir.row; var newCol = col + dir.col; if (isValidSquare(newRow, newCol)) { var targetSquare = board[newRow][newCol]; if (!targetSquare.piece || targetSquare.piece.color !== piece.color) { moves.push({ row: newRow, col: newCol }); } } } // Castling if (!piece.hasMoved) { // Kingside castling if (canCastle(row, col, 0, 3)) { moves.push({ row: row, col: col + 2 }); } // Queenside castling if (canCastle(row, col, 0, -4)) { moves.push({ row: row, col: col - 2 }); } } } // Check if castling is possible function canCastle(row, col, rowOffset, colOffset) { var rookCol = colOffset > 0 ? 7 : 0; var rookRow = row; // Check if there's a rook in the corner var rookSquare = board[rookRow][rookCol]; if (!rookSquare.piece || rookSquare.piece.type !== 'rook' || rookSquare.piece.hasMoved) { return false; } // Check if there are pieces between the king and the rook var startCol = Math.min(col, rookCol) + 1; var endCol = Math.max(col, rookCol) - 1; for (var c = startCol; c <= endCol; c++) { if (board[row][c].piece) { return false; } } // Check if the king would move through or into check var direction = colOffset > 0 ? 1 : -1; if (isSquareAttacked(row, col, otherPlayer(currentPlayer)) || isSquareAttacked(row, col + direction, otherPlayer(currentPlayer)) || isSquareAttacked(row, col + 2 * direction, otherPlayer(currentPlayer))) { return false; } return true; } // Filter out moves that would put the king in check function filterCheckMoves(fromSquare, moves) { var validMoves = []; var piece = fromSquare.piece; for (var i = 0; i < moves.length; i++) { var move = moves[i]; // Simulate the move var originalPiece = board[move.row][move.col].piece; board[move.row][move.col].piece = piece; board[fromSquare.row][fromSquare.col].piece = null; // Check if the king is in check after the move var inCheck = isKingInCheck(piece.color); // Undo the move board[fromSquare.row][fromSquare.col].piece = piece; board[move.row][move.col].piece = originalPiece; if (!inCheck) { validMoves.push(move); } } return validMoves; } // Check if a square is valid (within the board) function isValidSquare(row, col) { return row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE; } // Check if the king is in check function isKingInCheck(color) { // Find the king var kingSquare = findKing(color); if (!kingSquare) { return false; } // Check if the king is attacked by any opponent's piece return isSquareAttacked(kingSquare.row, kingSquare.col, otherPlayer(color)); } // Check if a square is attacked by any piece of the given color function isSquareAttacked(row, col, attackerColor) { for (var r = 0; r < BOARD_SIZE; r++) { for (var c = 0; c < BOARD_SIZE; c++) { var square = board[r][c]; if (square.piece && square.piece.color === attackerColor) { var moves = []; switch (square.piece.type) { case 'pawn': // Pawns attack diagonally var direction = square.piece.color === 'white' ? -1 : 1; var attackDirections = [{ row: direction, col: -1 }, { row: direction, col: 1 }]; for (var i = 0; i < attackDirections.length; i++) { var dir = attackDirections[i]; var attackRow = r + dir.row; var attackCol = c + dir.col; if (attackRow === row && attackCol === col) { return true; } } break; case 'rook': calculateRookMoves(r, c, square.piece, moves); break; case 'knight': calculateKnightMoves(r, c, square.piece, moves); break; case 'bishop': calculateBishopMoves(r, c, square.piece, moves); break; case 'queen': calculateRookMoves(r, c, square.piece, moves); calculateBishopMoves(r, c, square.piece, moves); break; case 'king': var kingDirections = [{ row: -1, col: -1 }, { row: -1, col: 0 }, { row: -1, col: 1 }, { row: 0, col: -1 }, { row: 0, col: 1 }, { row: 1, col: -1 }, { row: 1, col: 0 }, { row: 1, col: 1 }]; for (var i = 0; i < kingDirections.length; i++) { var dir = kingDirections[i]; var attackRow = r + dir.row; var attackCol = c + dir.col; if (attackRow === row && attackCol === col) { return true; } } break; } // Check if the square is in the list of moves for (var i = 0; i < moves.length; i++) { var move = moves[i]; if (move.row === row && move.col === col) { return true; } } } } } return false; } // Find the king of the given color function findKing(color) { for (var row = 0; row < BOARD_SIZE; row++) { for (var col = 0; col < BOARD_SIZE; col++) { var square = board[row][col]; if (square.piece && square.piece.type === 'king' && square.piece.color === color) { return { row: row, col: col }; } } } return null; } // Get the other player's color function otherPlayer(color) { return color === 'white' ? 'black' : 'white'; } // Switch the current player function switchPlayer() { currentPlayer = otherPlayer(currentPlayer); } // Check the game state (check, checkmate, stalemate) function checkGameState() { // Check if the current player's king is in check var inCheck = isKingInCheck(currentPlayer); // Get all possible moves for the current player var allMoves = getAllPossibleMoves(currentPlayer); if (inCheck) { if (allMoves.length === 0) { // Checkmate gameState = 'checkmate'; endGame(otherPlayer(currentPlayer) + ' wins by checkmate!'); } else { // Check gameState = 'check'; LK.getSound('check').play(); } } else if (allMoves.length === 0) { // Stalemate gameState = 'stalemate'; endGame('Draw by stalemate!'); } else { gameState = 'playing'; } } // Get all possible moves for a player function getAllPossibleMoves(color) { var allMoves = []; for (var row = 0; row < BOARD_SIZE; row++) { for (var col = 0; col < BOARD_SIZE; col++) { var square = board[row][col]; if (square.piece && square.piece.color === color) { var moves = calculateValidMoves(square); for (var i = 0; i < moves.length; i++) { allMoves.push({ fromRow: row, fromCol: col, toRow: moves[i].row, toCol: moves[i].col }); } } } } return allMoves; } // End the game function endGame(message) { var gameOverText = new Text2(message, { size: 60, fill: 0xFFFFFF }); gameOverText.anchor.set(0.5, 0.5); gameOverText.x = 2048 / 2; gameOverText.y = 200; game.addChild(gameOverText); // Update score based on winner if (gameState === 'checkmate') { if (currentPlayer === 'black') { // White wins LK.setScore(100); } else { // Black wins (AI wins) LK.setScore(0); } } else { // Draw LK.setScore(50); } // Show game over after a short delay LK.setTimeout(function () { LK.showGameOver(); }, 3000); } // Make an AI move function makeAIMove() { if (gameState === 'checkmate' || gameState === 'stalemate') { aiThinking = false; return; } // Get all possible moves for the AI var possibleMoves = getAllPossibleMoves('black'); if (possibleMoves.length === 0) { aiThinking = false; return; } // Simple AI: pick a random move var randomMove = possibleMoves[Math.floor(Math.random() * possibleMoves.length)]; // Make the move var fromSquare = board[randomMove.fromRow][randomMove.fromCol]; var toSquare = board[randomMove.toRow][randomMove.toCol]; // Highlight the selected square fromSquare.highlight('selected'); // Wait a bit before making the move LK.setTimeout(function () { // Move the piece movePiece(fromSquare, toSquare); // Clear highlights clearHighlights(); // Check for check/checkmate checkGameState(); // Switch back to player switchPlayer(); // AI turn is over aiThinking = false; }, 500); } // Create score display var scoreTxt = new Text2('Crazy Chess', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create turn display var turnText = new Text2('Your Turn', { size: 40, fill: 0xFFFFFF }); turnText.anchor.set(0.5, 0); turnText.y = 70; LK.gui.top.addChild(turnText); // Game update function game.update = function () { // If in title screen, update title screen if (gameState === 'title' && titleScreen) { titleScreen.update(); return; } // If in game mode selection screen, update that screen if (gameState === 'modeSelect' && gameModeScreen) { gameModeScreen.update(); return; } // Update turn text if (gameState === 'checkmate') { if (currentPlayer === 'black') { turnText.setText('You Win!'); } else { turnText.setText('AI Wins!'); } } else if (gameState === 'stalemate') { turnText.setText('Draw!'); } else if (aiThinking) { turnText.setText('AI Thinking...'); } else { turnText.setText(currentPlayer === 'white' ? 'Your Turn' : 'AI Turn'); } }; // Method to show the game mode selection screen game.showGameModeScreen = function () { // Remove title screen if it exists if (titleScreen) { game.removeChild(titleScreen); titleScreen = null; } // Remove game mode screen if it already exists if (gameModeScreen) { game.removeChild(gameModeScreen); } // Create and add game mode screen gameModeScreen = new GameModeScreen(); gameModeScreen.x = 2048 / 2; gameModeScreen.y = 2732 / 2; game.addChild(gameModeScreen); // Update game state gameState = 'modeSelect'; }; // Method to show the title screen game.showTitleScreen = function () { // Remove game mode screen if it exists if (gameModeScreen) { game.removeChild(gameModeScreen); gameModeScreen = null; } // Create and add title screen titleScreen = new TitleScreen(); titleScreen.x = 2048 / 2; titleScreen.y = 2732 / 2; game.addChild(titleScreen); // Update game state gameState = 'title'; }; // Method to start the game from mode selection screen game.startGame = function () { // Remove game mode screen if it exists if (gameModeScreen) { game.removeChild(gameModeScreen); gameModeScreen = null; } // Change state to playing gameState = 'playing'; // Update game title based on selected mode scoreTxt.setText('Crazy Chess - ' + gameMode.toUpperCase()); // Initialize the chess board initializeBoard(); // Show the score and turn text scoreTxt.visible = true; turnText.visible = true; }; // Show title screen first titleScreen = new TitleScreen(); titleScreen.x = 2048 / 2; titleScreen.y = 2732 / 2; game.addChild(titleScreen); // Hide score and turn text initially scoreTxt.visible = false; turnText.visible = false; ;
===================================================================
--- original.js
+++ change.js
@@ -83,8 +83,124 @@
game.selectSquare(self);
};
return self;
});
+var GameModeScreen = Container.expand(function () {
+ var self = Container.call(this);
+ // Create title text
+ var titleText = new Text2('Select Game Mode', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ titleText.anchor.set(0.5, 0.5);
+ titleText.y = -250;
+ self.addChild(titleText);
+ // Create mode buttons
+ var classicButton = new Text2('CLASSIC', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ classicButton.anchor.set(0.5, 0.5);
+ classicButton.y = -50;
+ self.addChild(classicButton);
+ var crazyButton = new Text2('CRAZY MODE', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ crazyButton.anchor.set(0.5, 0.5);
+ crazyButton.y = 50;
+ self.addChild(crazyButton);
+ var tournamentButton = new Text2('TOURNAMENT', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ tournamentButton.anchor.set(0.5, 0.5);
+ tournamentButton.y = 150;
+ self.addChild(tournamentButton);
+ var backButton = new Text2('< BACK', {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ backButton.anchor.set(0.5, 0.5);
+ backButton.y = 300;
+ self.addChild(backButton);
+ // Add highlighting for buttons
+ var buttons = [classicButton, crazyButton, tournamentButton, backButton];
+ var buttonBackgrounds = [];
+ // Create button backgrounds
+ for (var i = 0; i < buttons.length; i++) {
+ var btn = buttons[i];
+ var bg = LK.getAsset('blackSquare', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: btn.width + 40,
+ height: btn.height + 20,
+ tint: 0x3a3a3a
+ });
+ bg.alpha = 0.7;
+ bg.x = btn.x;
+ bg.y = btn.y;
+ buttonBackgrounds.push(bg);
+ self.addChild(bg);
+ self.addChild(btn); // Re-add button to put it on top
+ }
+ // Add button hover effects
+ for (var i = 0; i < buttons.length; i++) {
+ (function (index) {
+ var btn = buttons[index];
+ var bg = buttonBackgrounds[index];
+ btn.interactive = true;
+ btn.down = function (x, y, obj) {
+ // Flash button when clicked
+ tween.to(bg, 0.1, {
+ alpha: 1,
+ onComplete: function onComplete() {
+ tween.to(bg, 0.1, {
+ alpha: 0.7
+ });
+ }
+ });
+ // Handle button action
+ if (index === 0) {
+ // Classic mode
+ game.gameMode = 'classic';
+ game.startGame();
+ } else if (index === 1) {
+ // Crazy mode
+ game.gameMode = 'crazy';
+ game.startGame();
+ } else if (index === 2) {
+ // Tournament mode
+ game.gameMode = 'tournament';
+ game.startGame();
+ } else if (index === 3) {
+ // Back button
+ game.showTitleScreen();
+ }
+ };
+ })(i);
+ }
+ // Pulse animation for the first button
+ var pulseScale = 1;
+ var increasing = true;
+ self.update = function () {
+ // Pulse effect for the Classic button
+ if (increasing) {
+ pulseScale += 0.002;
+ if (pulseScale >= 1.05) {
+ increasing = false;
+ }
+ } else {
+ pulseScale -= 0.002;
+ if (pulseScale <= 0.95) {
+ increasing = true;
+ }
+ }
+ classicButton.scale.set(pulseScale);
+ buttonBackgrounds[0].scale.set(pulseScale);
+ };
+ return self;
+});
var TitleScreen = Container.expand(function () {
var self = Container.call(this);
// Create title text
var titleText = new Text2('Crazy Chess', {
@@ -120,9 +236,9 @@
startButton.scale.set(pulseScale);
};
// Handle tap anywhere to start
self.down = function () {
- game.startGame();
+ game.showGameModeScreen();
};
return self;
});
@@ -145,11 +261,13 @@
var board = [];
var selectedSquare = null;
var validMoves = [];
var currentPlayer = 'white';
-var gameState = 'title'; // 'title', 'playing', 'check', 'checkmate', 'stalemate'
+var gameState = 'title'; // 'title', 'modeSelect', 'playing', 'check', 'checkmate', 'stalemate'
var aiThinking = false;
var titleScreen = null;
+var gameModeScreen = null;
+var gameMode = 'classic'; // 'classic', 'crazy', 'tournament'
// Initialize the chess board
function initializeBoard() {
board = [];
// Create the 8x8 chess board
@@ -829,8 +947,13 @@
if (gameState === 'title' && titleScreen) {
titleScreen.update();
return;
}
+ // If in game mode selection screen, update that screen
+ if (gameState === 'modeSelect' && gameModeScreen) {
+ gameModeScreen.update();
+ return;
+ }
// Update turn text
if (gameState === 'checkmate') {
if (currentPlayer === 'black') {
turnText.setText('You Win!');
@@ -844,17 +967,53 @@
} else {
turnText.setText(currentPlayer === 'white' ? 'Your Turn' : 'AI Turn');
}
};
-// Method to start the game from title screen
-game.startGame = function () {
- // Remove title screen
+// Method to show the game mode selection screen
+game.showGameModeScreen = function () {
+ // Remove title screen if it exists
if (titleScreen) {
game.removeChild(titleScreen);
titleScreen = null;
}
+ // Remove game mode screen if it already exists
+ if (gameModeScreen) {
+ game.removeChild(gameModeScreen);
+ }
+ // Create and add game mode screen
+ gameModeScreen = new GameModeScreen();
+ gameModeScreen.x = 2048 / 2;
+ gameModeScreen.y = 2732 / 2;
+ game.addChild(gameModeScreen);
+ // Update game state
+ gameState = 'modeSelect';
+};
+// Method to show the title screen
+game.showTitleScreen = function () {
+ // Remove game mode screen if it exists
+ if (gameModeScreen) {
+ game.removeChild(gameModeScreen);
+ gameModeScreen = null;
+ }
+ // Create and add title screen
+ titleScreen = new TitleScreen();
+ titleScreen.x = 2048 / 2;
+ titleScreen.y = 2732 / 2;
+ game.addChild(titleScreen);
+ // Update game state
+ gameState = 'title';
+};
+// Method to start the game from mode selection screen
+game.startGame = function () {
+ // Remove game mode screen if it exists
+ if (gameModeScreen) {
+ game.removeChild(gameModeScreen);
+ gameModeScreen = null;
+ }
// Change state to playing
gameState = 'playing';
+ // Update game title based on selected mode
+ scoreTxt.setText('Crazy Chess - ' + gameMode.toUpperCase());
// Initialize the chess board
initializeBoard();
// Show the score and turn text
scoreTxt.visible = true;
@@ -866,5 +1025,6 @@
titleScreen.y = 2732 / 2;
game.addChild(titleScreen);
// Hide score and turn text initially
scoreTxt.visible = false;
-turnText.visible = false;
\ No newline at end of file
+turnText.visible = false;
+;
\ No newline at end of file
Black horse. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
White horse. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Black lawnmower. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
White lawnmower. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Black crown. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
White crown. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
White cannon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Black cannon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Black queen. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
White queen. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Black pawn. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
White pawn. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
White goat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Bear trap. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows