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<!DOCTYPE html>
<html>
<head>
<title>Go Game</title>
<style>
.board {
display: grid;
grid-template-columns: repeat(19, 30px);
grid-template-rows: repeat(19, 30px);
gap: 1px;
background-color: #dcb35c;
border: 2px solid #000;
width: fit-content;
margin: 20px auto;
}
.intersection {
width: 30px;
height: 30px;
position: relative;
cursor: pointer;
}
.intersection::before {
content: '';
position: absolute;
left: 0;
top: 50%;
width: 100%;
height: 1px;
background: #000;
z-index: 1;
}
.intersection::after {
content: '';
position: absolute;
top: 0;
left: 50%;
height: 100%;
width: 1px;
background: #000;
z-index: 1;
}
.star-point::before {
content: '';
position: absolute;
width: 6px;
height: 6px;
background: #000;
border-radius: 50%;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
z-index: 2;
}
.stone {
width: 28px;
height: 28px;
border-radius: 50%;
position: absolute;
top: 1px;
left: 1px;
z-index: 3;
transition: 0.2s ease;
}
.black {
background: #000;
box-shadow: inset -2px -2px 8px rgba(255,255,255,0.2);
}
.white {
background: #fff;
box-shadow: inset -2px -2px 8px rgba(0,0,0,0.2);
}
.controls {
text-align: center;
margin: 20px;
}
button {
padding: 8px 16px;
margin: 0 5px;
font-size: 16px;
border: none;
border-radius: 4px;
background: #4CAF50;
color: white;
cursor: pointer;
transition: 0.3s;
}
button:hover {
background: #45a049;
}
.game-info {
text-align: center;
margin: 20px;
font-size: 18px;
}
.game-info div {
margin: 10px 0;
}
.game-container {
max-width: 800px;
margin: 0 auto;
padding: 20px;
background: #f5f5f5;
border-radius: 10px;
box-shadow: 0 0 20px rgba(0,0,0,0.1);
}
.mode-select {
text-align: center;
margin-bottom: 20px;
}
select {
padding: 8px;
font-size: 16px;
border-radius: 4px;
}
</style>
</head>
<body>
<div class="game-container">
<div class="mode-select">
<select id="gameMode">
<option value="pvp">Player vs Player</option>
<option value="ai">Player vs AI</option>
</select>
<select id="difficulty">
<option value="easy">Easy</option>
<option value="hard">Hard</option>
</select>
</div>
<div id="board" class="board">
<!-- Board will be generated by JavaScript -->
</div>
<div class="game-info">
<div>Current Player: <span id="currentPlayer">Black</span></div>
<div>Black Captures: <span id="blackCaptures">0</span></div>
<div>White Captures: <span id="whiteCaptures">0</span></div>
</div>
<div class="controls">
<button id="passBtn">Pass</button>
<button id="resetBtn">Reset</button>
</div>
</div>
<script>
class GoGame {
constructor() {
this.size = 19;
this.board = Array(this.size).fill().map(() => Array(this.size).fill(null));
this.currentPlayer = 'black';
this.captures = { black: 0, white: 0 };
this.lastMove = null;
this.gameMode = 'pvp';
this.difficulty = 'easy';
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;
if (this.isStarPoint(i, j)) {
intersection.classList.add('star-point');
}
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();
});
document.getElementById('difficulty').addEventListener('change', (e) => {
this.difficulty = e.target.value;
});
this.updateDisplay();
}
isStarPoint(row, col) {
const starPoints = [
[3, 3], [3, 9], [3, 15],
[9, 3], [9, 9], [9, 15],
[15, 3], [15, 9], [15, 15]
];
return starPoints.some(point => point[0] === row && point[1] === col);
}
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;
this.board[row][col] = this.currentPlayer;
const captures = this.checkCaptures(row, col);
const suicide = this.isSuicideMove(row, col);
this.board[row][col] = null;
return !suicide || captures.length > 0;
}
placeStone(row, col) {
this.board[row][col] = this.currentPlayer;
this.renderStone(row, col);
const captures = this.checkCaptures(row, col);
this.removeCaptures(captures);
this.lastMove = [row, col];
this.currentPlayer = this.currentPlayer === 'black' ? 'white' : 'black';
this.updateDisplay();
}
renderStone(row, col) {
const intersection = document.querySelector(`[data-row="${row}"][data-col="${col}"]`);
const stone = document.createElement('div');
stone.className = `stone ${this.currentPlayer}`;
intersection.appendChild(stone);
}
makeStrategicMove() {
let bestMove = null;
let bestScore = -Infinity;
for (let row = 0; row < this.size; row++) {
for (let col = 0; col < this.size; col++) {
if (this.isValidMove(row, col)) {
const score = this.evaluateMove(row, col);
if (score > bestScore) {
bestScore = score;
bestMove = [row, col];
}
}
}
}
if (bestMove) {
this.placeStone(...bestMove);
} else {
this.pass();
}
}
evaluateMove(row, col) {
let score = 0;
this.board[row][col] = this.currentPlayer;
const captures = this.checkCaptures(row, col);
score += captures.length * 10;
const group = this.getGroup(row, col);
const liberties = this.getGroupLiberties(group);
score += liberties.length;
if (this.isStarPoint(row, col)) {
score += 5;
}
const neighbors = this.getNeighbors(row, col);
for (const [nRow, nCol] of neighbors) {
if (this.board[nRow][nCol] === this.currentPlayer) {
score += 3;
}
}
this.board[row][col] = null;
return score;
}
getGroupLiberties(group) {
const liberties = new Set();
for (const [row, col] of group) {
const neighbors = this.getNeighbors(row, col);
for (const [nRow, nCol] of neighbors) {
if (this.board[nRow][nCol] === null) {
liberties.add(`${nRow},${nCol}`);
}
}
}
return Array.from(liberties);
}
makeAIMove() {
if (this.difficulty === 'easy') {
this.makeRandomMove();
} else {
this.makeStrategicMove();
}
}
pass() {
this.currentPlayer = this.currentPlayer === 'black' ? 'white' : 'black';
this.updateDisplay();
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.captures = { black: 0, white: 0 };
this.lastMove = null;
this.initialize();
}
updateDisplay() {
document.getElementById('currentPlayer').textContent =
this.currentPlayer.charAt(0).toUpperCase() + this.currentPlayer.slice(1);
document.getElementById('blackCaptures').textContent = this.captures.black;
document.getElementById('whiteCaptures').textContent = this.captures.white;
}
}
new GoGame();
</script>
</body>
</html>