File size: 31,901 Bytes
6ab1f80 8dc0e70 7bc796e 294f52c 2cbb5b0 8dc0e70 6ab1f80 39851f5 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 8dc0e70 7bc796e 6ab1f80 2cbb5b0 6ab1f80 2cbb5b0 6ab1f80 2cbb5b0 6ab1f80 2cbb5b0 6ab1f80 2cbb5b0 8a91eec 6ab1f80 294f52c 2cbb5b0 6ab1f80 294f52c 6ab1f80 2cbb5b0 6ab1f80 39851f5 2cbb5b0 6ab1f80 294f52c 6ab1f80 39851f5 6ab1f80 2cbb5b0 6ab1f80 294f52c 6ab1f80 2cbb5b0 39851f5 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 39851f5 7bc796e 6ab1f80 9f671a2 7bc796e 8dc0e70 294f52c 6ab1f80 294f52c 2cbb5b0 6ab1f80 2cbb5b0 294f52c 2cbb5b0 294f52c 6ab1f80 2cbb5b0 6ab1f80 2cbb5b0 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 2cbb5b0 294f52c 2cbb5b0 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 2cbb5b0 294f52c 39851f5 2cbb5b0 294f52c 6ab1f80 294f52c 2cbb5b0 294f52c 2cbb5b0 39851f5 2cbb5b0 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 2cbb5b0 6ab1f80 39851f5 8a91eec 6ab1f80 294f52c 44bedb5 6ab1f80 2cbb5b0 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 2cbb5b0 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 2cbb5b0 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 2cbb5b0 294f52c 2cbb5b0 6ab1f80 39851f5 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 34d1909 2cbb5b0 6ab1f80 2cbb5b0 294f52c 6ab1f80 294f52c 6ab1f80 294f52c 2cbb5b0 294f52c 6ab1f80 294f52c 2cbb5b0 294f52c 6ab1f80 294f52c 6ab1f80 2cbb5b0 39851f5 2cbb5b0 34d1909 6ab1f80 294f52c 2cbb5b0 8a91eec 39851f5 2cbb5b0 6ab1f80 2cbb5b0 6ab1f80 2cbb5b0 294f52c 39851f5 2cbb5b0 6ab1f80 294f52c 6ab1f80 294f52c 2cbb5b0 6ab1f80 2cbb5b0 294f52c 6ab1f80 2cbb5b0 39851f5 2cbb5b0 6ab1f80 8dc0e70 7bc796e 8dc0e70 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 |
<!DOCTYPE html>
<html lang="fr">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Jeu d'Échecs Tactile</title>
<script src="https://cdn.tailwindcss.com"></script>
<style>
/* Minimal custom CSS - mostly for things Tailwind doesn't handle easily or for fine-tuning */
.chess-piece-font {
font-family: 'Segoe UI Symbol', 'Apple Symbols', 'Noto Sans Symbols 2', sans-serif; /* Added Noto for better cross-platform symbols */
}
/* Custom style for the dot on possible move squares, if preferred over just a ring */
.possible-move-dot::after {
content: '';
position: absolute;
width: 30%; /* Tailwind: w-[30%] */
height: 30%; /* Tailwind: h-[30%] */
background-color: currentColor; /* Inherits color from text-emerald-500 or similar */
border-radius: 50%; /* Tailwind: rounded-full */
opacity: 0.6; /* Tailwind: opacity-60 */
/* Centering can also be done with flex on parent or absolute positioning with translate */
}
/* Ensuring board maintains aspect ratio and grid structure */
.chess-board-grid {
display: grid;
grid-template-columns: repeat(8, 1fr);
grid-template-rows: repeat(8, 1fr);
aspect-ratio: 1;
}
</style>
</head>
<body class="bg-gray-900 text-gray-100 min-h-screen flex flex-col items-center p-4 selection:bg-teal-500 selection:text-white">
<div class="container mx-auto max-w-6xl w-full">
<h1 class="text-3xl sm:text-4xl font-bold text-center my-6 text-teal-400 tracking-tight">Jeu d'Échecs Tactile</h1>
<div class="bg-gray-800 p-4 sm:p-6 rounded-lg shadow-xl mb-6">
<h2 class="text-xl sm:text-2xl font-semibold mb-4 text-sky-400">Configuration</h2>
<div class="flex flex-wrap gap-3 items-center">
<button id="setPvP" class="bg-blue-600 hover:bg-blue-700 text-white font-bold py-2 px-4 rounded-md focus:outline-none focus:ring-2 focus:ring-blue-400 focus:ring-opacity-75 transition-colors">
Humain vs Humain
</button>
<div class="flex flex-col sm:flex-row gap-2">
<button id="setPvAIWhite" class="bg-green-600 hover:bg-green-700 text-white font-bold py-2 px-4 rounded-md focus:outline-none focus:ring-2 focus:ring-green-400 focus:ring-opacity-75 transition-colors">
Jouer vs IA (Blancs)
</button>
<button id="setPvAIBlack" class="bg-purple-600 hover:bg-purple-700 text-white font-bold py-2 px-4 rounded-md focus:outline-none focus:ring-2 focus:ring-purple-400 focus:ring-opacity-75 transition-colors">
Jouer vs IA (Noirs)
</button>
</div>
<button id="resetGame" class="bg-red-600 hover:bg-red-700 text-white font-bold py-2 px-4 rounded-md focus:outline-none focus:ring-2 focus:ring-red-400 focus:ring-opacity-75 transition-colors">
Nouvelle Partie
</button>
</div>
<p class="mt-3 text-sm text-gray-400">Mode: <span id="currentMode" class="font-semibold text-gray-200">PVP</span></p>
<p id="playerColorInfo" class="mt-1 text-sm text-gray-400 hidden">
Vous jouez: <span id="currentPlayerColor" class="font-semibold text-gray-200">Blancs</span>
</p>
</div>
<div class="grid lg:grid-cols-3 gap-6">
<div class="lg:col-span-2 bg-gray-800 p-3 sm:p-4 rounded-lg shadow-xl">
<div id="chessBoard" class="chess-board-grid max-w-[600px] mx-auto border-4 border-gray-700 rounded-md overflow-hidden select-none">
<!-- Squares will be generated here by JS -->
</div>
<div class="mt-4 text-center text-xs sm:text-sm text-gray-400">
<p>Cliquez sur une pièce puis sur la destination, ou glissez-déposez.</p>
</div>
</div>
<div class="bg-gray-800 p-4 sm:p-6 rounded-lg shadow-xl lg:col-span-1">
<h3 class="text-lg sm:text-xl font-semibold mb-3 text-sky-400">Informations</h3>
<p id="turnDisplay" class="mb-2 text-sm">Tour: <span class="font-bold text-white">Blancs</span></p>
<p id="status" class="text-yellow-400 font-semibold mb-4 min-h-[1.5em] text-sm"></p>
<div id="outcomeDisplay" class="mb-4 text-lg font-bold text-center text-green-400"></div>
<div class="space-y-3 text-sm">
<div>
<p class="text-gray-400">Dernier coup:</p>
<p id="lastMove" class="text-gray-200 font-mono">-</p>
</div>
<div>
<p class="text-gray-400">Dernier coup IA:</p>
<p id="lastAIMove" class="text-gray-200 font-mono">-</p>
</div>
</div>
<div class="mt-6">
<h4 class="text-md sm:text-lg font-semibold mb-2 text-sky-400">Notation manuelle</h4>
<form id="moveForm" class="space-y-3">
<input type="text" id="moveInput"
class="w-full bg-gray-700 border border-gray-600 rounded-md py-2 px-3 text-white text-sm focus:outline-none focus:ring-2 focus:ring-sky-500 focus:border-sky-500 placeholder-gray-500"
placeholder="ex: e2e4, Nf3">
<button type="submit"
class="w-full bg-teal-600 hover:bg-teal-700 text-white font-bold py-2 px-4 rounded-md focus:outline-none focus:ring-2 focus:ring-teal-400 focus:ring-opacity-75 transition duration-150 ease-in-out">
Jouer
</button>
</form>
</div>
</div>
</div>
<footer class="text-center text-gray-500 py-8 text-sm">
Jeu d'Échecs Tactile © 2024
</footer>
</div>
<script>
let gameMode = 'pvp';
let playerColor = 'white';
let isPlayerTurn = true;
let gameBoard = {};
let selectedSquare = null;
let currentPossibleMoves = []; // Renamed from possibleMoves to avoid conflict
let lastMoveSquares = [];
const chessBoardEl = document.getElementById('chessBoard');
const moveForm = document.getElementById('moveForm');
const moveInput = document.getElementById('moveInput');
const statusDisplay = document.getElementById('status');
const turnDisplayEl = document.getElementById('turnDisplay').querySelector('span'); // Corrected variable name
const outcomeDisplay = document.getElementById('outcomeDisplay');
const lastMoveDisplay = document.getElementById('lastMove');
const lastAIMoveDisplay = document.getElementById('lastAIMove');
const currentModeDisplay = document.getElementById('currentMode');
const playerColorInfoDisplay = document.getElementById('playerColorInfo');
const currentPlayerColorDisplay = document.getElementById('currentPlayerColor');
const pieceSymbols = {
'K': '♔', 'Q': '♕', 'R': '♖', 'B': '♗', 'N': '♘', 'P': '♙',
'k': '♚', 'q': '♛', 'r': '♜', 'b': '♝', 'n': '♞', 'p': '♟'
};
const initialFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
let currentFEN = initialFEN;
// Tailwind classes for square states
const selectedClasses = ['ring-4', 'ring-yellow-400', 'ring-inset', 'z-20'];
const possibleMoveClasses = ['ring-2', 'ring-emerald-500', 'ring-inset', 'possible-move-dot', 'text-emerald-500']; // Added text-emerald-500 for the dot
const lastMoveHighlightClasses = ['ring-2', 'ring-amber-500', 'ring-inset'];
function createChessBoard() {
chessBoardEl.innerHTML = '';
for (let rank = 8; rank >= 1; rank--) {
for (let file = 0; file < 8; file++) {
const fileChar = String.fromCharCode(97 + file);
const squareId = fileChar + rank;
const squareEl = document.createElement('div');
// Base classes for all squares
squareEl.className = `relative flex items-center justify-center cursor-pointer transition-all duration-150 ease-in-out
${(rank + file) % 2 === 0 ? 'bg-[#f0d9b5]' : 'bg-[#b58863]'}`; // Using specific colors
squareEl.dataset.square = squareId;
if (file === 0) {
const rankCoord = document.createElement('div');
rankCoord.className = 'absolute top-0.5 left-1 text-xs font-bold text-gray-700 opacity-60';
rankCoord.textContent = rank;
squareEl.appendChild(rankCoord);
}
if (rank === 1) {
const fileCoord = document.createElement('div');
fileCoord.className = 'absolute bottom-0.5 right-1 text-xs font-bold text-gray-700 opacity-60';
fileCoord.textContent = fileChar;
squareEl.appendChild(fileCoord);
}
squareEl.addEventListener('click', handleSquareClick);
squareEl.addEventListener('dragover', handleDragOver);
squareEl.addEventListener('drop', handleDrop);
chessBoardEl.appendChild(squareEl);
}
}
}
function updateBoardFromFEN(fen) {
const [boardPart] = fen.split(' ');
const ranks = boardPart.split('/');
gameBoard = {};
document.querySelectorAll('.chess-piece').forEach(piece => piece.remove());
for (let rankIdx = 0; rankIdx < 8; rankIdx++) {
const rank = 8 - rankIdx;
const rankStr = ranks[rankIdx];
let fileIdx = 0;
for (let char of rankStr) {
if (isNaN(parseInt(char))) {
const file = String.fromCharCode(97 + fileIdx);
const squareId = file + rank;
gameBoard[squareId] = char;
const squareEl = document.querySelector(`[data-square="${squareId}"]`);
if (squareEl) {
const pieceEl = document.createElement('div');
// Tailwind classes for pieces
pieceEl.className = `chess-piece-font text-3xl sm:text-4xl md:text-5xl
cursor-grab transition-transform duration-100 ease-in-out z-10
${char === char.toUpperCase() ? 'text-white' : 'text-black'}
hover:scale-110`;
// Note: Piece colors (text-white/text-black) are illustrative.
// You might want more distinct colors or to use the piece SVGs/images.
// For unicode, text-white/text-black on light/dark squares might be hard to see.
// Let's make white pieces one color, black pieces another, clearly distinct from squares
// For example: White pieces: text-neutral-100, Black pieces: text-neutral-800 (adjust based on square colors)
// Overriding with more visible defaults:
pieceEl.className = `chess-piece-font text-4xl sm:text-5xl
cursor-grab transition-transform duration-100 ease-in-out z-10
${char === char.toUpperCase() ? 'text-gray-100' : 'text-gray-900'}
hover:scale-110`;
pieceEl.textContent = pieceSymbols[char];
pieceEl.draggable = true;
pieceEl.dataset.piece = char;
pieceEl.dataset.square = squareId;
pieceEl.addEventListener('dragstart', handleDragStart);
pieceEl.addEventListener('dragend', handleDragEnd);
squareEl.appendChild(pieceEl);
}
fileIdx++;
} else {
fileIdx += parseInt(char);
}
}
}
currentFEN = fen;
updateTurnDisplay();
}
function updateTurnDisplay() {
const turn = currentFEN.split(' ')[1];
turnDisplayEl.textContent = turn === 'w' ? 'Blancs' : 'Noirs';
turnDisplayEl.className = `font-bold ${turn === 'w' ? 'text-white' : 'text-gray-300'}`; // Example dynamic color
if (gameMode === 'ai') {
const aiIsWhite = (playerColor === 'black');
const aiIsBlack = (playerColor === 'white');
if ((aiIsWhite && turn === 'w') || (aiIsBlack && turn === 'b')) {
isPlayerTurn = false;
statusDisplay.textContent = "L'IA réfléchit...";
} else {
isPlayerTurn = true;
statusDisplay.textContent = "À vous de jouer";
}
} else {
isPlayerTurn = true;
statusDisplay.textContent = ""; // Clear status for PvP or set as appropriate
}
// Ensure outcome display is cleared if game is not over
if (!currentFEN.includes(' # ')) { // Simple check, real game over check is in makeMove
outcomeDisplay.innerHTML = '';
}
}
function handleSquareClick(e) {
if (!isPlayerTurn) return;
const squareId = e.currentTarget.dataset.square;
const piece = gameBoard[squareId];
if (selectedSquare) {
if (selectedSquare === squareId) {
clearSelectionAndHighlights();
} else if (currentPossibleMoves.includes(squareId)) {
makeMove(selectedSquare + squareId);
} else if (piece && isPlayerPiece(piece)) {
selectSquare(squareId);
} else {
clearSelectionAndHighlights();
}
} else if (piece && isPlayerPiece(piece)) {
selectSquare(squareId);
}
}
function selectSquare(squareId) {
clearSelectionAndHighlights(); // Clear previous selection and its highlights
selectedSquare = squareId;
const squareEl = document.querySelector(`[data-square="${squareId}"]`);
if (squareEl) squareEl.classList.add(...selectedClasses);
showPossibleMovesForSquare(squareId); // Renamed for clarity
}
function clearSelectionAndHighlights() {
selectedSquare = null;
currentPossibleMoves = [];
document.querySelectorAll('.chess-board-grid > div').forEach(sq => {
sq.classList.remove(...selectedClasses, ...possibleMoveClasses);
});
}
function clearAllHighlights() {
clearSelectionAndHighlights();
document.querySelectorAll('.chess-board-grid > div').forEach(sq => {
sq.classList.remove(...lastMoveHighlightClasses);
});
}
function showPossibleMovesForSquare(fromSquareId) {
// Simulate getting possible moves (replace with actual logic/API call)
const piece = gameBoard[fromSquareId];
currentPossibleMoves = getSimulatedPossibleMoves(fromSquareId, piece); // Renamed
currentPossibleMoves.forEach(toSquareId => {
const squareEl = document.querySelector(`[data-square="${toSquareId}"]`);
if (squareEl) {
squareEl.classList.add(...possibleMoveClasses);
}
});
}
// SIMULATED: Replace with actual chess logic or server call
function getSimulatedPossibleMoves(square, piece) {
const moves = [];
if (!piece) return moves;
const file = square.charCodeAt(0) - 97; // 0-7
const rankVal = parseInt(square[1]); // 1-8
if (piece.toLowerCase() === 'p') {
const direction = piece === 'P' ? 1 : -1;
const nextRank = rankVal + direction;
if (nextRank >= 1 && nextRank <= 8) {
const forwardOne = String.fromCharCode(97 + file) + nextRank;
if (!gameBoard[forwardOne]) {
moves.push(forwardOne);
if ((piece === 'P' && rankVal === 2) || (piece === 'p' && rankVal === 7)) {
const forwardTwo = String.fromCharCode(97 + file) + (rankVal + 2 * direction);
if (!gameBoard[forwardTwo]) moves.push(forwardTwo);
}
}
// Capture diagonally (simplified)
if (file > 0) {
const captureLeft = String.fromCharCode(97 + file - 1) + nextRank;
if (gameBoard[captureLeft] && isOpponentPiece(piece, gameBoard[captureLeft])) moves.push(captureLeft);
}
if (file < 7) {
const captureRight = String.fromCharCode(97 + file + 1) + nextRank;
if (gameBoard[captureRight] && isOpponentPiece(piece, gameBoard[captureRight])) moves.push(captureRight);
}
}
}
// Add more piece logic here for simulation if needed
return moves;
}
function isOpponentPiece(myPiece, targetPiece) {
if (!targetPiece) return false;
const myPieceIsWhite = myPiece === myPiece.toUpperCase();
const targetPieceIsWhite = targetPiece === targetPiece.toUpperCase();
return myPieceIsWhite !== targetPieceIsWhite;
}
function isPlayerPiece(piece) {
if (!piece) return false;
const currentTurnColor = currentFEN.split(' ')[1]; // 'w' or 'b'
const pieceIsWhite = piece === piece.toUpperCase();
if (gameMode === 'pvp') {
return (currentTurnColor === 'w' && pieceIsWhite) || (currentTurnColor === 'b' && !pieceIsWhite);
}
// In AI mode, player can only move their own pieces on their turn
return (playerColor === 'white' && pieceIsWhite && currentTurnColor === 'w') ||
(playerColor === 'black' && !pieceIsWhite && currentTurnColor === 'b');
}
function handleDragStart(e) {
const piece = e.target.dataset.piece;
if (!isPlayerTurn || !isPlayerPiece(piece)) {
e.preventDefault();
return;
}
e.target.classList.add('cursor-grabbing', 'scale-125', 'opacity-75', 'z-50');
e.dataTransfer.setData('text/plain', e.target.dataset.square);
e.dataTransfer.effectAllowed = "move";
selectSquare(e.target.dataset.square); // Show possible moves
}
function handleDragEnd(e) {
e.target.classList.remove('cursor-grabbing', 'scale-125', 'opacity-75', 'z-50');
// No need to clear selection here, drop or click handles it
}
function handleDragOver(e) {
e.preventDefault();
e.dataTransfer.dropEffect = "move";
}
function handleDrop(e) {
e.preventDefault();
const fromSquareId = e.dataTransfer.getData('text/plain');
const toSquareEl = e.target.closest('[data-square]'); // Find the parent square if dropped on piece/coord
if (!toSquareEl) {
clearSelectionAndHighlights();
return;
}
const toSquareId = toSquareEl.dataset.square;
if (fromSquareId && toSquareId && fromSquareId !== toSquareId) {
if (currentPossibleMoves.includes(toSquareId)) {
makeMove(fromSquareId + toSquareId);
} else {
clearSelectionAndHighlights(); // Invalid drop target
}
} else {
clearSelectionAndHighlights(); // Dropped on same square or invalid
}
}
function highlightLastMoveUI(moveUci) { // Renamed to avoid conflict
// Clear previous last move highlights
document.querySelectorAll('.chess-board-grid > div').forEach(sq => {
sq.classList.remove(...lastMoveHighlightClasses);
});
if (moveUci && moveUci.length >= 4) {
const fromSquareId = moveUci.substring(0, 2);
const toSquareId = moveUci.substring(2, 4);
const fromEl = document.querySelector(`[data-square="${fromSquareId}"]`);
const toEl = document.querySelector(`[data-square="${toSquareId}"]`);
if (fromEl) fromEl.classList.add(...lastMoveHighlightClasses);
if (toEl) toEl.classList.add(...lastMoveHighlightClasses);
lastMoveSquares = [fromSquareId, toSquareId];
}
}
async function makeMove(moveStr) {
statusDisplay.textContent = 'Traitement...';
clearSelectionAndHighlights(); // Clear selection and possible moves highlights
try {
const response = await fetch('/make_move', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ move: moveStr })
});
const data = await response.json();
if (data.error) {
statusDisplay.textContent = `Erreur: ${data.error}`;
// Re-enable turn if it was disabled for AI thinking, or re-select piece
updateTurnDisplay();
} else {
currentFEN = data.fen; // Update FEN before updating board
updateBoardFromFEN(data.fen);
lastMoveDisplay.textContent = data.human_move_san || moveStr; // Use SAN if available
highlightLastMoveUI(moveStr); // Highlight human move
if (data.ai_move_uci) {
// Brief delay to make AI move feel more natural
setTimeout(() => {
currentFEN = data.fen; // FEN is already updated by AI on server, re-fetch or use this
updateBoardFromFEN(data.fen); // Update board again for AI move
lastAIMoveDisplay.textContent = data.ai_move_san || data.ai_move_uci;
highlightLastMoveUI(data.ai_move_uci); // Highlight AI move
updateTurnDisplay(); // Update turn after AI move visualised
if (data.game_over) {
handleGameOver(data.outcome);
}
}, gameMode === 'ai' && data.human_move_san ? 500 : 0); // Only delay if AI just played
} else {
updateTurnDisplay(); // Update turn if no AI move (PvP)
if (data.game_over) {
handleGameOver(data.outcome);
}
}
if (data.game_over && !data.ai_move_uci) { // Game over after human move (e.g. PvP checkmate)
handleGameOver(data.outcome);
}
}
} catch (error) {
console.error("Erreur lors de la communication:", error);
statusDisplay.textContent = "Erreur de communication avec le serveur.";
updateTurnDisplay(); // Reset turn status
}
}
function handleGameOver(outcome) {
statusDisplay.textContent = "Partie terminée!";
outcomeDisplay.innerHTML = `<p>${outcome}</p>`;
isPlayerTurn = false; // Disable further moves
}
moveForm.addEventListener('submit', async (e) => {
e.preventDefault();
const move = moveInput.value.trim();
if (!move || !isPlayerTurn) return;
await makeMove(move);
moveInput.value = '';
});
document.getElementById('resetGame').addEventListener('click', async () => {
statusDisplay.textContent = 'Réinitialisation...';
try {
const response = await fetch('/reset_game', { method: 'POST' });
const data = await response.json();
gameMode = data.game_mode || 'pvp';
playerColor = data.player_color || 'white';
currentFEN = data.fen;
updateBoardFromFEN(data.fen);
lastMoveDisplay.textContent = "-";
lastAIMoveDisplay.textContent = "-";
outcomeDisplay.innerHTML = '';
clearAllHighlights(); // Clears selection, possible moves, and last move highlights
currentModeDisplay.textContent = gameMode.toUpperCase();
if (gameMode === 'ai') {
currentPlayerColorDisplay.textContent = playerColor === 'white' ? 'Blancs' : 'Noirs';
playerColorInfoDisplay.classList.remove('hidden');
} else {
playerColorInfoDisplay.classList.add('hidden');
}
statusDisplay.textContent = "Nouvelle partie prête.";
updateTurnDisplay(); // This will set isPlayerTurn correctly
} catch (error) {
console.error("Erreur lors de la réinitialisation:", error);
statusDisplay.textContent = "Erreur lors de la réinitialisation.";
}
});
async function setGameMode(newMode, pColor = 'white') {
statusDisplay.textContent = `Changement de mode...`;
try {
const response = await fetch('/set_mode', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ game_mode: newMode, player_color: pColor })
});
const data = await response.json();
if (data.error) {
statusDisplay.textContent = `Erreur: ${data.error}`;
} else {
gameMode = data.game_mode;
playerColor = data.player_color;
currentFEN = data.fen;
updateBoardFromFEN(data.fen);
clearAllHighlights();
currentModeDisplay.textContent = gameMode.toUpperCase();
if (gameMode === 'ai') {
currentPlayerColorDisplay.textContent = playerColor === 'white' ? 'Blancs' : 'Noirs';
playerColorInfoDisplay.classList.remove('hidden');
} else {
playerColorInfoDisplay.classList.add('hidden');
}
statusDisplay.textContent = data.message || `Mode ${gameMode.toUpperCase()} activé.`;
lastMoveDisplay.textContent = "-";
lastAIMoveDisplay.textContent = "-";
outcomeDisplay.innerHTML = '';
if (data.initial_ai_move_uci) { // If AI plays first
setTimeout(() => {
currentFEN = data.fen; // FEN is already updated by AI on server
updateBoardFromFEN(data.fen);
lastAIMoveDisplay.textContent = data.initial_ai_move_san || data.initial_ai_move_uci;
highlightLastMoveUI(data.initial_ai_move_uci);
updateTurnDisplay();
}, 500);
} else {
updateTurnDisplay();
}
}
} catch (error) {
console.error("Erreur de changement de mode:", error);
statusDisplay.textContent = "Erreur de changement de mode.";
}
}
document.getElementById('setPvP').addEventListener('click', () => setGameMode('pvp'));
document.getElementById('setPvAIWhite').addEventListener('click', () => setGameMode('ai', 'white'));
document.getElementById('setPvAIBlack').addEventListener('click', () => setGameMode('ai', 'black'));
function initializeGame() {
createChessBoard();
// Fetch initial state from server to ensure consistency, or use defaults
// For now, using default FEN and assuming PvP mode initially
fetch('/reset_game', { method: 'POST' }) // Call reset on load to get initial state from server
.then(res => res.json())
.then(data => {
gameMode = data.game_mode || 'pvp';
playerColor = data.player_color || 'white';
currentFEN = data.fen || initialFEN;
updateBoardFromFEN(currentFEN);
currentModeDisplay.textContent = gameMode.toUpperCase();
if (gameMode === 'ai') {
currentPlayerColorDisplay.textContent = playerColor === 'white' ? 'Blancs' : 'Noirs';
playerColorInfoDisplay.classList.remove('hidden');
} else {
playerColorInfoDisplay.classList.add('hidden');
}
statusDisplay.textContent = "Prêt à jouer.";
updateTurnDisplay();
})
.catch(err => {
console.error("Failed to initialize game from server:", err);
// Fallback to local defaults if server init fails
updateBoardFromFEN(initialFEN);
currentModeDisplay.textContent = 'PVP';
playerColorInfoDisplay.classList.add('hidden');
statusDisplay.textContent = "Prêt à jouer (mode local).";
updateTurnDisplay();
});
}
initializeGame();
</script>
</body>
</html> |