User prompt
Now it's a draw if:
User prompt
Make it so that the king is the only piece immune to stampede
User prompt
Please fix the bug: 'Uncaught ReferenceError: gameMode is not defined' in or related to this line: 'scoreTxt.setText('Crazy Chess - ' + gameMode.toUpperCase());' Line Number: 1265
User prompt
Please fix the bug: 'Uncaught ReferenceError: gameMode is not defined' in or related to this line: 'scoreTxt.setText('Crazy Chess - ' + gameMode.toUpperCase());' Line Number: 1265
User prompt
CRAZY MODE DOSENT WORK; FIX THAT
User prompt
CRAZY MODE DOSENT WORK; FIX THAT
User prompt
Make buttons bigger and more spaced out
User prompt
When I tap the crazy mode button, it makes me go to classic mode
User prompt
Make the classic mode button stop dancing
User prompt
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 โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a button that, when you tap crazy mode, makes you go to the crazy mode
User prompt
Make the buttons for each gamemode a little more spaced out
User prompt
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)
User prompt
Crazy mode is the same as classic mode but the AI has crazy abilities!
User prompt
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 โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Now when you tap the "start" Button it makes you go to a game mode screen
User prompt
Add a title screen with the name of the game being "Crazy chess"
Code edit (1 edits merged)
Please save this source code
User prompt
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 CrazyAbility = Container.expand(function () {
var self = Container.call(this);
// Available abilities
self.abilities = [{
name: 'Freeze',
description: 'Freezes a white piece for 2 turns'
}, {
name: 'Instant Promotion',
description: 'Promotes a black pawn to a powerful piece'
}, {
name: 'Stampede',
description: 'Removes 3 random pieces from the board'
}, {
name: 'Summon',
description: 'Summons a black rook on an empty square'
}];
// Stores pieces that are frozen
self.frozenPieces = [];
// Use a random ability
self.useRandomAbility = function () {
var randomIndex = Math.floor(Math.random() * self.abilities.length);
var ability = self.abilities[randomIndex];
// Show ability notification
self.showAbilityNotification(ability.name);
// Execute ability
switch (ability.name) {
case 'Freeze':
self.freezeRandomPiece();
break;
case 'Instant Promotion':
self.instantPromotion();
break;
case 'Stampede':
self.stampede();
break;
case 'Summon':
self.summonRook();
break;
}
};
// Show notification of ability used
self.showAbilityNotification = function (abilityName) {
var notification = new Text2('AI USED: ' + abilityName + '!', {
size: 50,
fill: 0xFF0000
});
notification.anchor.set(0.5, 0.5);
notification.x = 2048 / 2;
notification.y = 2732 / 2 - 300;
game.addChild(notification);
// Flash effect
LK.effects.flashObject(notification, 0xFF0000, 500);
// Remove after delay
LK.setTimeout(function () {
game.removeChild(notification);
}, 2000);
};
// Freeze a random white piece for 2 turns
self.freezeRandomPiece = function () {
var whitePieces = [];
// Find all white pieces
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 === 'white') {
whitePieces.push({
square: square,
row: row,
col: col
});
}
}
}
if (whitePieces.length > 0) {
// Select random white piece
var randomIndex = Math.floor(Math.random() * whitePieces.length);
var targetPiece = whitePieces[randomIndex];
// Add to frozen list with 2 turns duration
self.frozenPieces.push({
row: targetPiece.row,
col: targetPiece.col,
turnsLeft: 2
});
// Visual effect - tint blue
targetPiece.square.piece.tint = 0x00AAFF;
}
};
// Turn a random black pawn into a queen, bishop or rook
self.instantPromotion = function () {
var blackPawns = [];
// Find all black pawns
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 === 'black' && square.piece.type === 'pawn') {
blackPawns.push({
square: square
});
}
}
}
if (blackPawns.length > 0) {
// Select random black pawn
var randomIndex = Math.floor(Math.random() * blackPawns.length);
var targetPawn = blackPawns[randomIndex];
// Choose random promotion type
var promotionTypes = ['queen', 'bishop', 'rook'];
var randomType = promotionTypes[Math.floor(Math.random() * promotionTypes.length)];
// Promote the pawn
targetPawn.square.setPiece(new ChessPiece(randomType, 'black'));
LK.getSound('promotion').play();
}
};
// Remove 3 random pieces from the board
self.stampede = function () {
var allPieces = [];
// Find all pieces
for (var row = 0; row < BOARD_SIZE; row++) {
for (var col = 0; col < BOARD_SIZE; col++) {
var square = board[row][col];
if (square.piece) {
allPieces.push({
square: square
});
}
}
}
// Remove up to 3 random pieces
var removeCount = Math.min(3, allPieces.length);
for (var i = 0; i < removeCount; i++) {
if (allPieces.length > 0) {
var randomIndex = Math.floor(Math.random() * allPieces.length);
var targetPiece = allPieces[randomIndex];
// Remove piece
targetPiece.square.setPiece(null);
// Remove from array
allPieces.splice(randomIndex, 1);
}
}
LK.getSound('capture').play();
};
// Summon a black rook on a random empty square
self.summonRook = function () {
var emptySquares = [];
// Find all empty squares
for (var row = 0; row < BOARD_SIZE; row++) {
for (var col = 0; col < BOARD_SIZE; col++) {
var square = board[row][col];
if (!square.piece) {
emptySquares.push({
square: square
});
}
}
}
if (emptySquares.length > 0) {
// Select random empty square
var randomIndex = Math.floor(Math.random() * emptySquares.length);
var targetSquare = emptySquares[randomIndex];
// Add new rook
targetSquare.square.setPiece(new ChessPiece('rook', 'black'));
}
};
// Decrement frozen piece counters
self.updateFrozenPieces = function () {
for (var i = self.frozenPieces.length - 1; i >= 0; i--) {
self.frozenPieces[i].turnsLeft--;
// If no turns left, unfreeze the piece
if (self.frozenPieces[i].turnsLeft <= 0) {
var row = self.frozenPieces[i].row;
var col = self.frozenPieces[i].col;
// Only unfreeze if piece still exists at that position
if (board[row][col].piece && board[row][col].piece.color === 'white') {
board[row][col].piece.tint = 0xFFFFFF;
}
self.frozenPieces.splice(i, 1);
}
}
};
// Check if a piece is frozen
self.isPieceFrozen = function (row, col) {
for (var i = 0; i < self.frozenPieces.length; i++) {
if (self.frozenPieces[i].row === row && self.frozenPieces[i].col === col) {
return true;
}
}
return false;
};
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: 80,
fill: 0xFFFFFF
});
classicButton.anchor.set(0.5, 0.5);
classicButton.y = -150;
self.addChild(classicButton);
var crazyButton = new Text2('CRAZY MODE', {
size: 80,
fill: 0xFFFFFF
});
crazyButton.anchor.set(0.5, 0.5);
crazyButton.y = 0;
self.addChild(crazyButton);
var tournamentButton = new Text2('TOURNAMENT', {
size: 80,
fill: 0xFFFFFF
});
tournamentButton.anchor.set(0.5, 0.5);
tournamentButton.y = 150;
self.addChild(tournamentButton);
var backButton = new Text2('< BACK', {
size: 60,
fill: 0xFFFFFF
});
backButton.anchor.set(0.5, 0.5);
backButton.y = 350;
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 + 80,
height: btn.height + 40,
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(bg, {
alpha: 1
}, {
duration: 100,
onFinish: function onComplete() {
tween(bg, {
alpha: 0.7
}, {
duration: 100
});
}
});
// 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 = 'classic'; // Changed to use classic mode for now
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: 90,
fill: 0xFFFFFF
});
startButton.anchor.set(0.5, 0.5);
startButton.y = 250;
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({
// No title, no description
// Always backgroundColor is black
backgroundColor: 0x000000
});
/****
* 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;
// gameMode is now set on the game object, not as a separate variable
var crazyAbilities = new CrazyAbility();
var crazyAbilityChance = 0.4; // 40% chance of AI using ability after a move
// 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;
}
// Check if piece is frozen (Crazy Mode)
if (game.gameMode === 'crazy' && square.piece && square.piece.color === 'white' && crazyAbilities.isPieceFrozen(square.row, square.col)) {
// Show notification that piece is frozen
var notification = new Text2('This piece is frozen!', {
size: 40,
fill: 0x00AAFF
});
notification.anchor.set(0.5, 0.5);
notification.x = 2048 / 2;
notification.y = 2732 / 2 - 200;
game.addChild(notification);
// Remove notification after delay
LK.setTimeout(function () {
game.removeChild(notification);
}, 1500);
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();
// Use crazy ability in crazy mode
if (game.gameMode === 'crazy' && Math.random() < crazyAbilityChance) {
// Use ability after a short delay
LK.setTimeout(function () {
crazyAbilities.useRandomAbility();
}, 500);
}
// Check for check/checkmate
checkGameState();
// Switch back to player
switchPlayer();
// Update frozen pieces in crazy mode
if (game.gameMode === 'crazy') {
crazyAbilities.updateFrozenPieces();
}
// 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 - ' + game.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
@@ -1237,9 +1237,9 @@
}
// Change state to playing
gameState = 'playing';
// Update game title based on selected mode
- scoreTxt.setText('Crazy Chess - ' + gameMode.toUpperCase());
+ scoreTxt.setText('Crazy Chess - ' + game.gameMode.toUpperCase());
// Initialize the chess board
initializeBoard();
// Show the score and turn text
scoreTxt.visible = true;
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