User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'highlight')' in or related to this line: 'board[row][col].highlight();' Line Number: 1472
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'highlight')' in or related to this line: 'board[row][col].highlight();' Line Number: 1472
User prompt
The game AI freezes when it's in check and has no available moves; make it so that it IS checkmate
User prompt
The game AI freezes when it's in check and has no available moves; make it so that it IS checkmate and fix it so that there's a message " YOUR OPPONENT JUST GOT CHECKMATED! LAUGH AT THEM NOW IF YOU WANNA KEEP PLAYING IN THE CARNIVAL!"
User prompt
Remove the 50 move rule
User prompt
Add new special gamemodes: Transformo-fest (all pieces [except kings] turn into random pieces after every move [but not into kings]); Dragon boss (a dragon boss with the same moves as a queen and a knight combines challenges your king! Try to capture the dragon only using 3 knights and 4 bishops on the board to win!); GOAT-ed challenge (all your pieces [except the king] are permanently Goatified! Try to survive 25 turns to win!); Icy day (Each piece on the board [except kings] has a chance to be frozen after a move; but don't fear! Some pawns turned into Yetis that makes them immune to this madness!)
User prompt
Now daily challenges only Special games instead of chess puzzles and quizzes
User prompt
Please fix the bug: 'Uncaught ReferenceError: BOARD_SIZE is not defined' in or related to this line: 'for (var row = 0; row < BOARD_SIZE; row++) {' Line Number: 1364
User prompt
Implement these special games with special rules (Special games: Fog of war [you con only see the spaces that your pieces can move into]; Backwards pawns [pawns can move backwards]; Capture the king [check and checkmate don't exist; now you will capture the king to win!]; SHREDR bishops [bishop can jump over pieces and move one square horizontally in this special challenge]; Small chess [play a game of chess where the board is twice as thin and you lose all your knights and bishops!]) note that these special gamemodes can only be played in the "Daily challenges" mode
User prompt
Implement Chess challenges and chess questions for daily challenges; daily challenge type changes every 24 hours
User prompt
Daily challenges now come every single morning and are eithr chess puzzles where you need to checkmate black or have a winning position, 5 random questions about chess and some chess games with special rules
User prompt
Tournament mode is replaced with the daily challenges where you need to solve some chess puzzles, answer some questions about chess or just trying to win a game against a bot with some special rules (these daily challenges change every single day)
User prompt
When the king has no available moves it's checkmate and you win!
User prompt
Make the buttons for the bots more spaced out, and add an icon for them to identify them
User prompt
Now when you tap a mode, you will choose a chess bot (Chess bots: Martin [a bot that does a lot of bad moves very often]; Lina [a bot that goes for a more offensive strategy]; Carl [a bot that tries to stall the game as much as possible]; Wizard [this bot uses wizardry that lets him make excellent moves often]; King [a chess bot that always makes the best moves, so good in fact that it doesn't have it's queen]
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'type')' in or related to this line: 'var isPawnMove = piece.type === 'pawn';' Line Number: 822
User prompt
Now Goatified pieces have the "goat" asset instead of turning green and traps use the "Trap" asset now
User prompt
Add new abilities for crazy mode: Teleport (moves one of your pieces to danger!); Goatify (turns one of your pieces into a goat that moves exactly like a king, but has none of the rules of the king for 2 turns [king immune to this ability]); Trap (the AI puts a bear trap on a random tile; if a piece touches it, it gets captured!)
User prompt
Now it's also a draw if: there isn't enough material to checkmate, if no pieces are taken/no pawns move for 50 turns, on crazy mode if the king is the only piece on the board and he gets frozen, it's automatically stalemate
User prompt
Now it's also a draw if:
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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var BotSelectionScreen = Container.expand(function () { var self = Container.call(this); // Bot descriptions and icons var botData = { Martin: { description: 'Martin makes many bad moves.', icon: 'martinIcon' }, Lina: { description: 'Lina has an offensive strategy.', icon: 'linaIcon' }, Carl: { description: 'Carl tries to stall the game.', icon: 'carlIcon' }, Wizard: { description: 'Wizard uses magic for great moves.', icon: 'wizardIcon' }, King: { description: 'King plays optimally but lacks a Queen.', icon: 'kingIcon' } }; var bots = ['Martin', 'Lina', 'Carl', 'Wizard', 'King']; // Assume these assets ('martinIcon', 'linaIcon', etc.) are defined or will be auto-created by the engine. // Example sizes used here are 80x80. var startY = -350; // Adjusted start Y for more spacing overall var spacingY = 180; // Increased vertical spacing between buttons // Create title text var titleText = new Text2('Select Your Opponent', { size: 80, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.y = startY - 100; // Position title above the first button container self.addChild(titleText); // Store button containers and backgrounds for interaction setup var buttonContainers = []; var buttonBackgrounds = []; // Create bot buttons with icons and descriptions using Containers for (var i = 0; i < bots.length; i++) { var botName = bots[i]; var currentBotData = botData[botName]; // Create a container for each button entry var buttonContainer = new Container(); buttonContainer.x = 0; // Center container horizontally relative to parent (BotSelectionScreen) buttonContainer.y = startY + i * spacingY; // Position container vertically self.addChild(buttonContainer); buttonContainers.push(buttonContainer); // Store the container // Get icon asset var icon = LK.getAsset(currentBotData.icon, { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80 }); icon.x = -200; // Position icon significantly to the left within the container icon.y = 0; // Center icon vertically within the container // Get bot name text asset var botButtonText = new Text2(botName.toUpperCase(), { size: 60, fill: 0xFFFFFF }); botButtonText.anchor.set(0, 0.5); // Anchor text to its left-middle botButtonText.x = icon.x + icon.width / 2 + 20; // Position text right of the icon center + padding botButtonText.y = -15; // Position text slightly above the vertical center // Get description text asset var descriptionText = new Text2(currentBotData.description, { size: 30, fill: 0xCCCCCC }); descriptionText.anchor.set(0, 0.5); // Anchor text to its left-middle descriptionText.x = botButtonText.x; // Align description start with bot name start descriptionText.y = 15; // Position description below the vertical center // Calculate dynamic width/height needed for the background based on content var textBlockWidth = Math.max(botButtonText.width, descriptionText.width); var contentWidth = icon.width + 20 + textBlockWidth; // Icon width + padding + max text width var contentHeight = Math.max(icon.height, botButtonText.height + descriptionText.height + 10); // Max of icon height or combined text height + spacing var bgWidth = contentWidth + 80; // Add horizontal padding to content width var bgHeight = contentHeight + 40; // Add vertical padding to content height // Create background asset var bg = LK.getAsset('blackSquare', { anchorX: 0.5, anchorY: 0.5, width: bgWidth, height: bgHeight, tint: 0x3a3a3a }); bg.alpha = 0.7; // Center the background horizontally around the content block bg.x = icon.x - icon.width / 2 + contentWidth / 2; bg.y = 0; // Center background vertically in the container buttonContainer.addChild(bg); // Add background first so text/icon are on top buttonBackgrounds.push(bg); // Store background reference for interaction effects // Add icon and text elements on top of the background buttonContainer.addChild(icon); buttonContainer.addChild(botButtonText); buttonContainer.addChild(descriptionText); // Make the entire container interactive buttonContainer.interactive = true; buttonContainer.botIndex = i; // Store the bot index on the container for the click handler } // Create Back button text var backButton = new Text2('< BACK', { size: 60, fill: 0xFFFFFF }); backButton.anchor.set(0.5, 0.5); // Position back button below the last bot container, accounting for increased spacing backButton.y = startY + bots.length * spacingY + 60; self.addChild(backButton); // Create Back button background var backBg = LK.getAsset('blackSquare', { anchorX: 0.5, anchorY: 0.5, width: backButton.width + 80, height: backButton.height + 40, tint: 0x3a3a3a }); backBg.alpha = 0.7; backBg.x = backButton.x; // Align background center with text center backBg.y = backButton.y; // Align background center with text center self.addChild(backBg); // Add background first self.addChild(backButton); // Add text on top of background // --- Interaction Setup --- // Bot button interactions (using stored containers and backgrounds) for (var i = 0; i < buttonContainers.length; i++) { (function (index) { var btnContainer = buttonContainers[index]; var bg = buttonBackgrounds[index]; // Get the corresponding background // Attach down event to the container btnContainer.down = function (x, y, obj) { // Flash the background alpha on click tween(bg, { alpha: 1 }, { duration: 100, onFinish: function onComplete() { // Return alpha to normal after flash tween(bg, { alpha: 0.7 }, { duration: 100 }); } }); // Handle button action: select bot and start game game.selectedBot = bots[index]; // Use stored index to get bot name game.startGame(); }; })(i); } // Back button interaction (function () { var btn = backButton; // Reference to the Text2 object var bg = backBg; // Reference to the background shape btn.interactive = true; // Make the Text2 object interactive // Attach down event to the text object btn.down = function (x, y, obj) { // Flash the background alpha on click tween(bg, { alpha: 1 }, { duration: 100, onFinish: function onComplete() { // Return alpha to normal after flash tween(bg, { alpha: 0.7 }, { duration: 100 }); } }); // Handle back button action: show the previous screen game.showGameModeScreen(); }; })(); // Update function (can be used for animations later if needed) self.update = function () { // Optional: Add animations like pulsing if needed }; return self; }); 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' }, { name: 'Teleport', description: 'Teleports one of your pieces to danger!' }, { name: 'Goatify', description: 'Turns a piece into a goat that moves like a king for 2 turns' }, { name: 'Trap', description: 'Places a bear trap that captures pieces that land on it' }]; // 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; case 'Teleport': self.teleport(); break; case 'Goatify': self.goatifyPiece(); break; case 'Trap': self.placeTrap(); 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, excluding all kings 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') { 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); } } }; // Teleport a white piece to a dangerous position self.teleport = function () { var whitePieces = []; var dangerSquares = []; // Find all white pieces (except king) 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' && square.piece.type !== 'king') { whitePieces.push({ square: square, row: row, col: col }); } } } // Find all squares under attack by black pieces for (var row = 0; row < BOARD_SIZE; row++) { for (var col = 0; col < BOARD_SIZE; col++) { // Check if this square is attacked by any black piece if (isSquareAttacked(row, col, 'black') && !board[row][col].piece) { dangerSquares.push({ row: row, col: col }); } } } // If we have white pieces and danger squares if (whitePieces.length > 0 && dangerSquares.length > 0) { // Select random white piece var randomPieceIndex = Math.floor(Math.random() * whitePieces.length); var targetPiece = whitePieces[randomPieceIndex]; // Select random danger square var randomSquareIndex = Math.floor(Math.random() * dangerSquares.length); var dangerSquare = dangerSquares[randomSquareIndex]; // Teleport the piece var piece = targetPiece.square.piece; targetPiece.square.setPiece(null); board[dangerSquare.row][dangerSquare.col].setPiece(piece); // Visual effect - flash the teleported piece LK.effects.flashObject(board[dangerSquare.row][dangerSquare.col].piece, 0xFF00FF, 500); } }; // Stores goatified pieces data self.goatifiedPieces = []; // Turn a white piece into a goat (moves like king) self.goatifyPiece = function () { var whitePieces = []; // Find all white pieces except the king (king is immune) 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' && square.piece.type !== 'king') { whitePieces.push({ square: square, row: row, col: col, type: square.piece.type }); } } } if (whitePieces.length > 0) { // Select random white piece var randomIndex = Math.floor(Math.random() * whitePieces.length); var targetPiece = whitePieces[randomIndex]; // Add to goatified list with 2 turns duration self.goatifiedPieces.push({ row: targetPiece.row, col: targetPiece.col, originalType: targetPiece.type, turnsLeft: 2 }); // Visual effect - tint piece to goat color targetPiece.square.piece.tint = 0x88BB33; // Show a goat indicator var goatText = new Text2("🐐", { size: 30, fill: 0xFFFFFF }); goatText.anchor.set(0.5, 0.5); goatText.x = targetPiece.square.x + SQUARE_SIZE / 2; goatText.y = targetPiece.square.y + SQUARE_SIZE / 2 - 30; game.addChild(goatText); // Remove indicator after a short time LK.setTimeout(function () { game.removeChild(goatText); }, 1500); } }; // Array to track trap positions self.trapSquares = []; // Place a bear trap on a random empty square self.placeTrap = 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({ row: row, col: col }); } } } if (emptySquares.length > 0) { // Select random empty square var randomIndex = Math.floor(Math.random() * emptySquares.length); var trapSquare = emptySquares[randomIndex]; // Add trap to the list self.trapSquares.push({ row: trapSquare.row, col: trapSquare.col }); // Visual indication of trap var trapIndicator = new Text2("⚠️", { size: 40, fill: 0xFF5500 }); trapIndicator.anchor.set(0.5, 0.5); trapIndicator.x = board[trapSquare.row][trapSquare.col].x + SQUARE_SIZE / 2; trapIndicator.y = board[trapSquare.row][trapSquare.col].y + SQUARE_SIZE / 2; game.addChild(trapIndicator); board[trapSquare.row][trapSquare.col].trapIndicator = trapIndicator; } }; // Update goatified pieces counters self.updateGoatifiedPieces = function () { for (var i = self.goatifiedPieces.length - 1; i >= 0; i--) { self.goatifiedPieces[i].turnsLeft--; // If no turns left, restore the piece to its original type if (self.goatifiedPieces[i].turnsLeft <= 0) { var row = self.goatifiedPieces[i].row; var col = self.goatifiedPieces[i].col; var originalType = self.goatifiedPieces[i].originalType; // Only restore if piece still exists at that position and is white if (board[row][col].piece && board[row][col].piece.color === 'white') { // Reset tint board[row][col].piece.tint = 0xFFFFFF; } self.goatifiedPieces.splice(i, 1); } } }; // Check if a piece is goatified self.isPieceGoatified = function (row, col) { for (var i = 0; i < self.goatifiedPieces.length; i++) { if (self.goatifiedPieces[i].row === row && self.goatifiedPieces[i].col === col) { return true; } } return false; }; // Check if a square has a trap self.hasTrap = function (row, col) { for (var i = 0; i < self.trapSquares.length; i++) { if (self.trapSquares[i].row === row && self.trapSquares[i].col === col) { return true; } } return false; }; // Trigger trap on a square and remove it self.triggerTrap = function (row, col) { for (var i = 0; i < self.trapSquares.length; i++) { if (self.trapSquares[i].row === row && self.trapSquares[i].col === col) { // Remove the trap indicator if (board[row][col].trapIndicator) { game.removeChild(board[row][col].trapIndicator); board[row][col].trapIndicator = null; } // Remove the trap from our list self.trapSquares.splice(i, 1); return true; } } return false; }; // 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 DailyChallengeScreen = Container.expand(function () { var self = Container.call(this); // Challenge data (placeholders for now) var challengeTypes = [{ type: 'puzzle', title: 'Chess Puzzle', description: 'Solve the puzzle to win!\n(e.g., Checkmate in 1)' }, { type: 'questions', title: 'Chess Trivia', description: 'Answer 5 questions about chess history and rules.' }, { type: 'specialGame', title: 'Special Rules Game', description: 'Play a game against a bot with unique rules!' }]; // Select a random challenge for the "day" // Use storage to get and set the daily challenge type and the date it was set. var lastChallengeDate = storage.getItem('dailyChallengeDate'); var today = new Date(); var todayString = today.getFullYear() + '-' + (today.getMonth() + 1) + '-' + today.getDate(); var dailyChallenge; if (lastChallengeDate === todayString) { // If the date is the same, retrieve the previously selected challenge var challengeTypeIndex = storage.getItem('dailyChallengeTypeIndex'); if (challengeTypeIndex !== null) { dailyChallenge = challengeTypes[parseInt(challengeTypeIndex)]; } else { // Fallback if somehow the index is not saved var randomIndex = Math.floor(Math.random() * challengeTypes.length); dailyChallenge = challengeTypes[randomIndex]; storage.setItem('dailyChallengeTypeIndex', randomIndex); storage.setItem('dailyChallengeDate', todayString); } } else { // If the date is different, select a new random challenge var randomIndex = Math.floor(Math.random() * challengeTypes.length); dailyChallenge = challengeTypes[randomIndex]; storage.setItem('dailyChallengeTypeIndex', randomIndex); storage.setItem('dailyChallengeDate', todayString); } // --- UI Elements --- // Title Text var titleText = new Text2('Daily Challenge: ' + dailyChallenge.title, { size: 70, fill: 0xFFFFFF, wordWrap: true, // Enable word wrap wordWrapWidth: 1800 // Set max width before wrapping }); titleText.anchor.set(0.5, 0.5); titleText.y = -350; // Position higher up self.addChild(titleText); // Description Text var descriptionText = new Text2(dailyChallenge.description, { size: 45, fill: 0xCCCCCC, align: 'center', // Center align text wordWrap: true, // Enable word wrap wordWrapWidth: 1600 // Set max width before wrapping }); descriptionText.anchor.set(0.5, 0.5); descriptionText.y = -150; // Position below title self.addChild(descriptionText); // Start Challenge Button var startButton = new Text2('START CHALLENGE', { size: 70, fill: 0xFFFFFF }); startButton.anchor.set(0.5, 0.5); startButton.y = 100; self.addChild(startButton); // Back Button var backButton = new Text2('< BACK', { size: 60, fill: 0xFFFFFF }); backButton.anchor.set(0.5, 0.5); backButton.y = 300; // Position further down self.addChild(backButton); // Add backgrounds for buttons var buttons = [startButton, backButton]; var buttonBackgrounds = []; 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 } // --- Interactions --- // Start Button Interaction (function (index) { var btn = buttons[index]; var bg = buttonBackgrounds[index]; btn.interactive = true; btn.down = function (x, y, obj) { // Flash effect tween(bg, { alpha: 1 }, { duration: 100, onFinish: function onComplete() { tween(bg, { alpha: 0.7 }, { duration: 100 }); } }); // Log the selected challenge type and start the corresponding challenge console.log("Starting Daily Challenge:", dailyChallenge.type); // Remove this screen first if (game.dailyChallengeScreen) { game.removeChild(game.dailyChallengeScreen); game.dailyChallengeScreen = null; } // Implement actual challenge start logic based on dailyChallenge.type if (dailyChallenge.type === 'puzzle') { // Start a chess puzzle challenge // For now, we'll just show a placeholder message var puzzleMsg = new Text2("Chess Puzzle Challenge!\n(Implementation Pending)", { size: 50, fill: 0xFFFF00, align: 'center' }); puzzleMsg.anchor.set(0.5, 0.5); puzzleMsg.x = 2048 / 2; puzzleMsg.y = 2732 / 2; game.addChild(puzzleMsg); // Remove message after a delay and go back to mode select LK.setTimeout(function () { game.removeChild(puzzleMsg); game.showGameModeScreen(); }, 2500); } else if (dailyChallenge.type === 'questions') { // Start a chess trivia challenge // For now, we'll just show a placeholder message var questionsMsg = new Text2("Chess Trivia Challenge!\n(Implementation Pending)", { size: 50, fill: 0xFFFF00, align: 'center' }); questionsMsg.anchor.set(0.5, 0.5); questionsMsg.x = 2048 / 2; questionsMsg.y = 2732 / 2; game.addChild(questionsMsg); // Remove message after a delay and go back to mode select LK.setTimeout(function () { game.removeChild(questionsMsg); game.showGameModeScreen(); }, 2500); } else if (dailyChallenge.type === 'specialGame') { // Start a special rules game challenge // This will essentially start a game with modified rules, we'll need to implement this later // For now, we'll just show a placeholder message var specialGameMsg = new Text2("Special Rules Game!\n(Implementation Pending)", { size: 50, fill: 0xFFFF00, align: 'center' }); specialGameMsg.anchor.set(0.5, 0.5); specialGameMsg.x = 2048 / 2; specialGameMsg.y = 2732 / 2; game.addChild(specialGameMsg); // Remove message after a delay and go back to mode select LK.setTimeout(function () { game.removeChild(specialGameMsg); game.showGameModeScreen(); }, 2500); } }; })(0); // Index 0 is the start button // Back Button Interaction (function (index) { var btn = buttons[index]; var bg = buttonBackgrounds[index]; btn.interactive = true; btn.down = function (x, y, obj) { // Flash effect tween(bg, { alpha: 1 }, { duration: 100, onFinish: function onComplete() { tween(bg, { alpha: 0.7 }, { duration: 100 }); } }); // Go back to the game mode selection screen game.showGameModeScreen(); }; })(1); // Index 1 is the back button self.update = function () { // Optional: Add animations if needed }; 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 dailyChallengeButton = new Text2('DAILY CHALLENGE', { size: 80, fill: 0xFFFFFF }); dailyChallengeButton.anchor.set(0.5, 0.5); dailyChallengeButton.y = 150; self.addChild(dailyChallengeButton); 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, dailyChallengeButton, 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.showBotSelectionScreen(); // Go to bot selection } else if (index === 1) { // Crazy mode game.gameMode = 'crazy'; game.showBotSelectionScreen(); // Go to bot selection } else if (index === 2) { // Daily Challenge mode game.gameMode = 'dailyChallenge'; game.showDailyChallengeScreen(); // Show the dedicated screen } 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', 'botSelect', 'playing', 'check', 'checkmate', 'stalemate', 'dailyChallenge' var aiThinking = false; var titleScreen = null; var gameModeScreen = null; var botSelectionScreen = null; // Add variable for the bot selection screen var dailyChallengeScreen = null; // Add variable for the daily challenge screen var selectedBot = ''; // Add variable to store the selected bot // 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 // Variables for draw conditions var movesSinceCaptureOrPawn = 0; // For 50-move rule var lastMove = null; // To track piece captures and pawn moves // 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')); // Special rule for 'King' bot: remove the black queen if (game.selectedBot === 'King') { if (board[0][3].piece && board[0][3].piece.type === 'queen' && board[0][3].piece.color === 'black') { board[0][3].setPiece(null); } } } // 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; // Check for pawn move or capture (for 50-move rule) var isPawnMove = piece.type === 'pawn'; var isCapture = toSquare.piece !== null; // Check for trap in crazy mode var trapTriggered = false; if (game.gameMode === 'crazy' && crazyAbilities.hasTrap(toSquare.row, toSquare.col)) { // Trigger trap effect trapTriggered = crazyAbilities.triggerTrap(toSquare.row, toSquare.col); // If trap is triggered and the piece is white (not king - king is immune) if (trapTriggered && piece.color === 'white' && piece.type !== 'king') { // Show trap activation message var trapMessage = new Text2("TRAP TRIGGERED!", { size: 50, fill: 0xFF0000 }); trapMessage.anchor.set(0.5, 0.5); trapMessage.x = 2048 / 2; trapMessage.y = 2732 / 2 - 250; game.addChild(trapMessage); // Remove message after delay LK.setTimeout(function () { game.removeChild(trapMessage); }, 1500); // Piece is captured by the trap fromSquare.setPiece(null); LK.getSound('capture').play(); // Update move counter for 50-move rule movesSinceCaptureOrPawn = 0; // Store last move information lastMove = { from: { row: fromSquare.row, col: fromSquare.col }, to: { row: toSquare.row, col: toSquare.col }, piece: piece.type, color: piece.color, isCapture: true, isTrap: true }; return; // Skip the rest of the move logic } } // Handle capture if (isCapture) { 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); } // Update move counter for 50-move rule if (isPawnMove || isCapture) { movesSinceCaptureOrPawn = 0; } else { movesSinceCaptureOrPawn++; } // Store last move information lastMove = { from: { row: fromSquare.row, col: fromSquare.col }, to: { row: toSquare.row, col: toSquare.col }, piece: piece.type, color: piece.color, isCapture: isCapture }; } // 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; // Check if piece is goatified (in crazy mode) if (game.gameMode === 'crazy' && piece.color === 'white' && crazyAbilities.isPieceGoatified(row, col)) { // Goatified pieces move like kings calculateKingMoves(row, col, piece, moves); } else { 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); // Check for 50-move rule if (movesSinceCaptureOrPawn >= 50) { gameState = 'stalemate'; endGame('Draw by 50-move rule!'); return; } // Check for insufficient material if (hasInsufficientMaterial()) { gameState = 'stalemate'; endGame('Draw by insufficient material!'); return; } // Check crazy mode king only frozen situation if (game.gameMode === 'crazy' && isKingOnlyFrozen()) { gameState = 'stalemate'; endGame('Draw! King is frozen and alone.'); return; } if (inCheck) { if (allMoves.length === 0) { // Checkmate gameState = 'checkmate'; endGame('Checkmate! ' + otherPlayer(currentPlayer) + ' wins!'); } 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; } // Check for insufficient material (K vs K, K vs KB, K vs KN) function hasInsufficientMaterial() { var pieces = { white: { count: 0, bishop: 0, knight: 0 }, black: { count: 0, bishop: 0, knight: 0 } }; // Count all pieces on the board for (var row = 0; row < BOARD_SIZE; row++) { for (var col = 0; col < BOARD_SIZE; col++) { var square = board[row][col]; if (square.piece) { var piece = square.piece; pieces[piece.color].count++; if (piece.type === 'bishop') { pieces[piece.color].bishop++; } else if (piece.type === 'knight') { pieces[piece.color].knight++; } else if (piece.type !== 'king') { // If there's any other piece (pawn, rook, queen), material is sufficient if (piece.type === 'pawn' || piece.type === 'rook' || piece.type === 'queen') { return false; } } } } } // K vs K if (pieces.white.count === 1 && pieces.black.count === 1) { return true; } // K vs KB or K vs KN if (pieces.white.count === 1 && pieces.black.count === 2 && (pieces.black.bishop === 1 || pieces.black.knight === 1) || pieces.black.count === 1 && pieces.white.count === 2 && (pieces.white.bishop === 1 || pieces.white.knight === 1)) { return true; } return false; } // Check for king-only frozen situation in crazy mode function isKingOnlyFrozen() { if (game.gameMode !== 'crazy') { return false; } var whiteCount = 0; var whiteKingRow = -1; var whiteKingCol = -1; var blackCount = 0; // Count pieces and find white king for (var row = 0; row < BOARD_SIZE; row++) { for (var col = 0; col < BOARD_SIZE; col++) { var square = board[row][col]; if (square.piece) { if (square.piece.color === 'white') { whiteCount++; if (square.piece.type === 'king') { whiteKingRow = row; whiteKingCol = col; } } else { blackCount++; } } } } // If white only has the king and it's frozen return whiteCount === 1 && whiteKingRow !== -1 && crazyAbilities.isPieceFrozen(whiteKingRow, whiteKingCol); } // 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 and goatified pieces in crazy mode if (game.gameMode === 'crazy') { crazyAbilities.updateFrozenPieces(); crazyAbilities.updateGoatifiedPieces(); } // 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; } // If in bot selection screen, update that screen if (gameState === 'botSelect' && botSelectionScreen) { botSelectionScreen.update(); return; } // If in daily challenge screen, update that screen if (gameState === 'dailyChallenge' && dailyChallengeScreen) { dailyChallengeScreen.update(); return; // Stop further updates if in this screen } // 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); gameModeScreen = null; // Clear reference } // Remove bot selection screen if it exists if (botSelectionScreen) { game.removeChild(botSelectionScreen); botSelectionScreen = null; } // Remove daily challenge screen if it exists if (dailyChallengeScreen) { game.removeChild(dailyChallengeScreen); dailyChallengeScreen = null; } // 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 // Method to show the bot selection screen game.showBotSelectionScreen = function () { // Remove game mode screen if it exists if (gameModeScreen) { game.removeChild(gameModeScreen); gameModeScreen = null; } // Remove title screen just in case (shouldn't happen in normal flow) if (titleScreen) { game.removeChild(titleScreen); titleScreen = null; } // Remove existing bot selection screen if present if (botSelectionScreen) { game.removeChild(botSelectionScreen); botSelectionScreen = null; } // Create and add bot selection screen botSelectionScreen = new BotSelectionScreen(); botSelectionScreen.x = 2048 / 2; botSelectionScreen.y = 2732 / 2; game.addChild(botSelectionScreen); // Update game state gameState = 'botSelect'; }; // Method to show the daily challenge screen game.showDailyChallengeScreen = function () { // Remove other screens if (titleScreen) { game.removeChild(titleScreen); titleScreen = null; } if (gameModeScreen) { game.removeChild(gameModeScreen); gameModeScreen = null; } if (botSelectionScreen) { game.removeChild(botSelectionScreen); botSelectionScreen = null; } if (dailyChallengeScreen) { game.removeChild(dailyChallengeScreen); dailyChallengeScreen = null; } // Create and add daily challenge screen dailyChallengeScreen = new DailyChallengeScreen(); dailyChallengeScreen.x = 2048 / 2; dailyChallengeScreen.y = 2732 / 2; game.addChild(dailyChallengeScreen); // Update game state gameState = 'dailyChallenge'; }; game.showTitleScreen = function () { // Remove game mode screen if it exists if (gameModeScreen) { game.removeChild(gameModeScreen); gameModeScreen = null; } // Remove bot selection screen if it exists if (botSelectionScreen) { game.removeChild(botSelectionScreen); botSelectionScreen = null; } // Remove daily challenge screen if it exists if (dailyChallengeScreen) { game.removeChild(dailyChallengeScreen); dailyChallengeScreen = 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; } // Remove bot selection screen if it exists if (botSelectionScreen) { game.removeChild(botSelectionScreen); botSelectionScreen = null; } // Remove daily challenge screen if it exists (shouldn't be possible to start game from here, but for safety) if (dailyChallengeScreen) { game.removeChild(dailyChallengeScreen); dailyChallengeScreen = 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
@@ -675,9 +675,32 @@
title: 'Special Rules Game',
description: 'Play a game against a bot with unique rules!'
}];
// Select a random challenge for the "day"
- var dailyChallenge = challengeTypes[Math.floor(Math.random() * challengeTypes.length)];
+ // Use storage to get and set the daily challenge type and the date it was set.
+ var lastChallengeDate = storage.getItem('dailyChallengeDate');
+ var today = new Date();
+ var todayString = today.getFullYear() + '-' + (today.getMonth() + 1) + '-' + today.getDate();
+ var dailyChallenge;
+ if (lastChallengeDate === todayString) {
+ // If the date is the same, retrieve the previously selected challenge
+ var challengeTypeIndex = storage.getItem('dailyChallengeTypeIndex');
+ if (challengeTypeIndex !== null) {
+ dailyChallenge = challengeTypes[parseInt(challengeTypeIndex)];
+ } else {
+ // Fallback if somehow the index is not saved
+ var randomIndex = Math.floor(Math.random() * challengeTypes.length);
+ dailyChallenge = challengeTypes[randomIndex];
+ storage.setItem('dailyChallengeTypeIndex', randomIndex);
+ storage.setItem('dailyChallengeDate', todayString);
+ }
+ } else {
+ // If the date is different, select a new random challenge
+ var randomIndex = Math.floor(Math.random() * challengeTypes.length);
+ dailyChallenge = challengeTypes[randomIndex];
+ storage.setItem('dailyChallengeTypeIndex', randomIndex);
+ storage.setItem('dailyChallengeDate', todayString);
+ }
// --- UI Elements ---
// Title Text
var titleText = new Text2('Daily Challenge: ' + dailyChallenge.title, {
size: 70,
@@ -756,31 +779,69 @@
duration: 100
});
}
});
- // Placeholder: Log the selected challenge type and go back
+ // Log the selected challenge type and start the corresponding challenge
console.log("Starting Daily Challenge:", dailyChallenge.type);
- // TODO: Implement actual challenge start logic based on dailyChallenge.type
- // For now, just show a temporary message and go back to mode select
- var startMsg = new Text2("Challenge Type: " + dailyChallenge.title + "\n(Implementation Pending)", {
- size: 50,
- fill: 0xFFFF00,
- align: 'center'
- });
- startMsg.anchor.set(0.5, 0.5);
- startMsg.x = 2048 / 2;
- startMsg.y = 2732 / 2;
- game.addChild(startMsg);
- // Remove this screen
+ // Remove this screen first
if (game.dailyChallengeScreen) {
game.removeChild(game.dailyChallengeScreen);
game.dailyChallengeScreen = null;
}
- // Go back after a delay
- LK.setTimeout(function () {
- game.removeChild(startMsg);
- game.showGameModeScreen(); // Go back to mode select
- }, 2500);
+ // Implement actual challenge start logic based on dailyChallenge.type
+ if (dailyChallenge.type === 'puzzle') {
+ // Start a chess puzzle challenge
+ // For now, we'll just show a placeholder message
+ var puzzleMsg = new Text2("Chess Puzzle Challenge!\n(Implementation Pending)", {
+ size: 50,
+ fill: 0xFFFF00,
+ align: 'center'
+ });
+ puzzleMsg.anchor.set(0.5, 0.5);
+ puzzleMsg.x = 2048 / 2;
+ puzzleMsg.y = 2732 / 2;
+ game.addChild(puzzleMsg);
+ // Remove message after a delay and go back to mode select
+ LK.setTimeout(function () {
+ game.removeChild(puzzleMsg);
+ game.showGameModeScreen();
+ }, 2500);
+ } else if (dailyChallenge.type === 'questions') {
+ // Start a chess trivia challenge
+ // For now, we'll just show a placeholder message
+ var questionsMsg = new Text2("Chess Trivia Challenge!\n(Implementation Pending)", {
+ size: 50,
+ fill: 0xFFFF00,
+ align: 'center'
+ });
+ questionsMsg.anchor.set(0.5, 0.5);
+ questionsMsg.x = 2048 / 2;
+ questionsMsg.y = 2732 / 2;
+ game.addChild(questionsMsg);
+ // Remove message after a delay and go back to mode select
+ LK.setTimeout(function () {
+ game.removeChild(questionsMsg);
+ game.showGameModeScreen();
+ }, 2500);
+ } else if (dailyChallenge.type === 'specialGame') {
+ // Start a special rules game challenge
+ // This will essentially start a game with modified rules, we'll need to implement this later
+ // For now, we'll just show a placeholder message
+ var specialGameMsg = new Text2("Special Rules Game!\n(Implementation Pending)", {
+ size: 50,
+ fill: 0xFFFF00,
+ align: 'center'
+ });
+ specialGameMsg.anchor.set(0.5, 0.5);
+ specialGameMsg.x = 2048 / 2;
+ specialGameMsg.y = 2732 / 2;
+ game.addChild(specialGameMsg);
+ // Remove message after a delay and go back to mode select
+ LK.setTimeout(function () {
+ game.removeChild(specialGameMsg);
+ game.showGameModeScreen();
+ }, 2500);
+ }
};
})(0); // Index 0 is the start button
// Back Button Interaction
(function (index) {
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