HuggingGo1 / index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Go Game</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
display: flex;
flex-direction: column;
align-items: center;
min-height: 100vh;
background: #f0f0f0;
font-family: Arial, sans-serif;
padding: 20px;
}
.game-container {
background: #DEB887;
padding: 20px;
border-radius: 10px;
box-shadow: 0 0 20px rgba(0,0,0,0.1);
}
.board {
display: grid;
grid-template-columns: repeat(19, 30px);
grid-template-rows: repeat(19, 30px);
gap: 0px;
background: #DEB887;
border: 2px solid #000;
position: relative;
}
.intersection {
width: 30px;
height: 30px;
position: relative;
cursor: pointer;
}
.intersection::before {
content: '';
position: absolute;
top: 50%;
left: 0;
width: 100%;
height: 1px;
background: #000;
}
.intersection::after {
content: '';
position: absolute;
left: 50%;
top: 0;
height: 100%;
width: 1px;
background: #000;
}
.stone {
position: absolute;
width: 26px;
height: 26px;
border-radius: 50%;
top: 2px;
left: 2px;
z-index: 1;
transition: all 0.2s ease;
}
.black {
background: #000;
box-shadow: 2px 2px 2px rgba(0,0,0,0.2);
}
.white {
background: #fff;
box-shadow: 2px 2px 2px rgba(0,0,0,0.2);
}
.controls {
margin-top: 20px;
display: flex;
gap: 10px;
}
button {
padding: 10px 20px;
font-size: 16px;
border: none;
border-radius: 5px;
cursor: pointer;
background: #4CAF50;
color: white;
transition: background 0.3s;
}
button:hover {
background: #45a049;
}
.score {
margin-top: 20px;
font-size: 18px;
display: flex;
gap: 20px;
}
.mode-select {
margin-bottom: 20px;
}
select {
padding: 8px;
font-size: 16px;
border-radius: 5px;
}
</style>
</head>
<body>
<div class="mode-select">
<select id="gameMode">
<option value="pvp">Player vs Player</option>
<option value="ai">Player vs AI</option>
</select>
</div>
<div class="game-container">
<div class="board" id="board"></div>
</div>
<div class="score">
<div>Black Score: <span id="blackScore">0</span></div>
<div>White Score: <span id="whiteScore">0</span></div>
</div>
<div class="controls">
<button id="passBtn">Pass</button>
<button id="resetBtn">Reset</button>
</div>
<script>
class GoGame {
constructor() {
this.size = 19;
this.board = Array(this.size).fill().map(() => Array(this.size).fill(null));
this.currentPlayer = 'black';
this.lastMove = null;
this.passes = 0;
this.gameMode = 'pvp';
this.score = { black: 0, white: 0 };
this.capturedStones = { black: 0, white: 0 };
this.initialize();
}
initialize() {
const boardElement = document.getElementById('board');
boardElement.innerHTML = '';
for(let i = 0; i < this.size; i++) {
for(let j = 0; j < this.size; j++) {
const intersection = document.createElement('div');
intersection.className = 'intersection';
intersection.dataset.row = i;
intersection.dataset.col = j;
intersection.addEventListener('click', (e) => this.handleMove(e));
boardElement.appendChild(intersection);
}
}
document.getElementById('passBtn').addEventListener('click', () => this.pass());
document.getElementById('resetBtn').addEventListener('click', () => this.reset());
document.getElementById('gameMode').addEventListener('change', (e) => {
this.gameMode = e.target.value;
this.reset();
});
}
handleMove(e) {
const row = parseInt(e.target.dataset.row);
const col = parseInt(e.target.dataset.col);
if(this.isValidMove(row, col)) {
this.placeStone(row, col);
if(this.gameMode === 'ai' && this.currentPlayer === 'white') {
setTimeout(() => this.makeAIMove(), 500);
}
}
}
isValidMove(row, col) {
if(this.board[row][col] !== null) return false;
// Place stone temporarily to check if it would be immediately captured
this.board[row][col] = this.currentPlayer;
const group = this.getGroup(row, col);
const liberties = this.countLiberties(group);
// Revert the temporary stone
this.board[row][col] = null;
return liberties > 0;
}
placeStone(row, col) {
if(this.board[row][col] === null) {
this.board[row][col] = this.currentPlayer;
this.renderStone(row, col);
this.captures();
this.passes = 0;
this.currentPlayer = this.currentPlayer === 'black' ? 'white' : 'black';
this.updateScore();
}
}
renderStone(row, col) {
const intersection = document.querySelector(`[data-row="${row}"][data-col="${col}"]`);
const stone = document.createElement('div');
stone.className = `stone ${this.currentPlayer}`;
intersection.appendChild(stone);
}
getGroup(row, col) {
const color = this.board[row][col];
const group = new Set();
const stack = [[row, col]];
while(stack.length > 0) {
const [r, c] = stack.pop();
const key = `${r},${c}`;
if(!group.has(key)) {
group.add(key);
const neighbors = this.getNeighbors(r, c);
for(const [nr, nc] of neighbors) {
if(this.board[nr][nc] === color) {
stack.push([nr, nc]);
}
}
}
}
return group;
}
countLiberties(group) {
const liberties = new Set();
for(const pos of group) {
const [row, col] = pos.split(',').map(Number);
const neighbors = this.getNeighbors(row, col);
for(const [nr, nc] of neighbors) {
if(this.board[nr][nc] === null) {
liberties.add(`${nr},${nc}`);
}
}
}
return liberties.size;
}
getNeighbors(row, col) {
const neighbors = [];
const directions = [[-1,0], [1,0], [0,-1], [0,1]];
for(const [dr, dc] of directions) {
const newRow = row + dr;
const newCol = col + dc;
if(newRow >= 0 && newRow < this.size && newCol >= 0 && newCol < this.size) {
neighbors.push([newRow, newCol]);
}
}
return neighbors;
}
captures() {
for(let i = 0; i < this.size; i++) {
for(let j = 0; j < this.size; j++) {
if(this.board[i][j] !== null) {
const group = this.getGroup(i, j);
if(this.countLiberties(group) === 0) {
for(const pos of group) {
const [row, col] = pos.split(',').map(Number);
const capturedColor = this.board[row][col];
this.board[row][col] = null;
const intersection = document.querySelector(`[data-row="${row}"][data-col="${col}"]`);
intersection.innerHTML = '';
this.capturedStones[this.currentPlayer]++;
}
}
}
}
}
}
makeAIMove() {
const validMoves = [];
for(let i = 0; i < this.size; i++) {
for(let j = 0; j < this.size; j++) {
if(this.isValidMove(i, j)) {
validMoves.push([i, j]);
}
}
}
if(validMoves.length > 0) {
const [row, col] = validMoves[Math.floor(Math.random() * validMoves.length)];
this.placeStone(row, col);
} else {
this.pass();
}
}
pass() {
this.passes++;
if(this.passes === 2) {
alert('Game Over!');
return;
}
this.currentPlayer = this.currentPlayer === 'black' ? 'white' : 'black';
if(this.gameMode === 'ai' && this.currentPlayer === 'white') {
setTimeout(() => this.makeAIMove(), 500);
}
}
reset() {
this.board = Array(this.size).fill().map(() => Array(this.size).fill(null));
this.currentPlayer = 'black';
this.passes = 0;
this.score = { black: 0, white: 0 };
this.capturedStones = { black: 0, white: 0 };
const intersections = document.querySelectorAll('.intersection');
intersections.forEach(intersection => intersection.innerHTML = '');
this.updateScore();
}
updateScore() {
document.getElementById('blackScore').textContent =
this.score.black + this.capturedStones.black;
document.getElementById('whiteScore').textContent =
this.score.white + this.capturedStones.white;
}
}
const game = new GoGame();
</script>
</body>
</html>