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script.js
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script.js
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// Get the chess board element and create a div element to show the turn indicator
const chessBoard = document.getElementById("chessBoard");
const turnIndicator = document.createElement("h4");
const modal = document.querySelector('.modal-container');
// Set the text content, color, and alignment for the turn indicator and add it to the body
turnIndicator.textContent = "Current turn: White";
turnIndicator.style.color = 'white';
turnIndicator.style.textAlign = 'center';
document.body.appendChild(turnIndicator);
// Initialize the variables for the current player, history, and selected piece
let currentPlayer = "White";
let history = [];
let selectedPiece = null;
// Initialize the variables for the casteling control
let wBigCastle = true, wSmallCastle = true, bBigCastle = true, bSmallCastle = true;
let wBigCastleAt = null, bBigCastleAt = null, wSmallCastleAt = null, bSmallCastleAt = null;
// Define the Piece class
class Piece {
constructor(color, unicode, type) {
this.color = color;
this.unicode = unicode;
this.type = type;
}
}
// Initialize the board with pieces and empty squares
let board = [];
for (let i = 0; i < 8; i++) {
board[i] = [];
for (let j = 0; j < 8; j++) {
if (i === 1) board[i][j] = new Piece("Black", "\u265F", "pawn"); // Black pawn
else if (i === 6) board[i][j] = new Piece("White", "\u2659", "pawn"); // White pawn
else if (i < 2) {
if (j === 0 || j === 7) board[i][j] = new Piece("Black", "\u265C", "rook"); // Black rook
else if (j === 1 || j === 6) board[i][j] = new Piece("Black", "\u265E", "knight"); // Black knight
else if (j === 2 || j === 5) board[i][j] = new Piece("Black", "\u265D", "bishop"); // Black bishop
else if (j === 3) board[i][j] = new Piece("Black", "\u265B", "queen"); // Black queen
else if (j === 4) board[i][j] = new Piece("Black", "\u265A", "king"); // Black king
} else if (i > 5) {
if (j === 0 || j === 7) board[i][j] = new Piece("White", "\u2656", "rook"); // White rook
else if (j === 1 || j === 6) board[i][j] = new Piece("White", "\u2658", "knight"); // White knight
else if (j === 2 || j === 5) board[i][j] = new Piece("White", "\u2657", "bishop"); // White bishop
else if (j === 3) board[i][j] = new Piece("White", "\u2655", "queen"); // White queen
else if (j === 4) board[i][j] = new Piece("White", "\u2654", "king"); // White king
} else board[i][j] = new Piece("", " ", "");
}
}
updateBoard(board, true);
// Function to update the board
function updateBoard(board, save) {
let currentBoard = [];
for (let i = 0; i < 8; i++) {
currentBoard[i] = [];
for (let j = 0; j < 8; j++) {
currentBoard[i][j] = board[i][j];
}
}
if (save) history.push(currentBoard);
while (chessBoard.hasChildNodes()) {
chessBoard.removeChild(chessBoard.firstChild);
}
for (let i = 0; i < 8; i++) {
const row = chessBoard.insertRow(); // Create a new row
for (let j = 0; j < 8; j++) {
const cell = row.insertCell(); // Create a new cell
cell.className = (i + j) % 2 === 0 ? "White" : "Black";
cell.addEventListener("click", handleClick); // Add a click event listener
cell.textContent = history[history.length - 1][i][j].unicode;
}
}
}
// Handle the click event
function handleClick(event) {
// Get the row and column of the clicked cell and change the color of pieces
const row = event.target.parentNode.rowIndex;
const col = event.target.cellIndex;
for (let i = 0; i < document.getElementsByTagName("td").length; i++) {
document.getElementsByTagName("td")[i].classList.remove("piece-selected");
}
if (board[row][col].color === currentPlayer) {
selectedPiece = { row, col };
event.target.classList.add("piece-selected");
} else {
if (!selectedPiece) return;
const targetPiece = { row, col };
movePiece(selectedPiece, targetPiece);
selectedPiece = null;
}
}
function movePiece(selectedPiece, targetPiece) {
const [fromRow, fromCol] = [selectedPiece.row, selectedPiece.col];
const [toRow, toCol] = [targetPiece.row, targetPiece.col];
let move = false;
if (board[fromRow][fromCol].type === "pawn") move = pawnMove(board, fromRow, fromCol, toRow, toCol, currentPlayer, true, true);
else if (board[fromRow][fromCol].type === "knight") move = knightMove(board, fromRow, fromCol, toRow, toCol, true);
else if (board[fromRow][fromCol].type === "bishop") move = bishopMove(board, fromRow, fromCol, toRow, toCol, true);
else if (board[fromRow][fromCol].type === "rook") move = rookMove(board, fromRow, fromCol, toRow, toCol, true, true);
else if (board[fromRow][fromCol].type === "queen") move = queenMove(board, fromRow, fromCol, toRow, toCol, true);
else if (board[fromRow][fromCol].type === "king") move = kingMove(board, fromRow, fromCol, toRow, toCol, true, true);
// If the movement is valid, do it
if (move) {
board[toRow][toCol] = board[fromRow][fromCol];
board[fromRow][fromCol] = new Piece("", " ", "");
pawnToPiece();
currentPlayer = currentPlayer === "White" ? "Black" : "White";
turnIndicator.textContent = `Current turn: ${currentPlayer}`;
if (!((toRow == 0 || toRow == 7) && board[toRow][toCol].type === "pawn")) { updateBoard(board, true); }
isTheEnd();
}
}
function pawnMove(thisBoard, fRow, fCol, tRow, tCol, player, enPassant, testCheck) {
const direction = player === "White" ? -1 : 1;
// First move
if ((fRow + direction * 2 === tRow) && (fCol === tCol)
&& (fRow === 1 || fRow === 6)) {
if (!thisBoard[tRow][tCol].color && !thisBoard[tRow - direction][tCol].color)
if (testCheck) return !isCheck(thisBoard, fRow, fCol, tRow, tCol, false); else return true;
}
// Normal move
else if ((fRow + direction === tRow) && (fCol === tCol)
&& !thisBoard[tRow][fCol].color) {
if (testCheck) return !isCheck(thisBoard, fRow, fCol, tRow, tCol, false); else return true;
}
// Capture move
else if ((fRow + direction === tRow) &&
(fCol + 1 === tCol || fCol - 1 === tCol) && thisBoard[tRow][tCol].color !== ""
&& thisBoard[tRow][tCol].color !== player) {
if (testCheck) return !isCheck(thisBoard, fRow, fCol, tRow, tCol, false); else return true;
}
// En passant move
else if (((fRow === 3 && player === "White") || (fRow === 4 && player === "Black")) && (fCol + 1 === tCol || fCol - 1 === tCol)
&& thisBoard[fRow][tCol].type === "pawn" && thisBoard[fRow][tCol].color !== player
&& (fRow + direction === tRow) && (history[history.length - 2][tRow + direction][tCol].type == "pawn")
&& (history[history.length - 1][tRow + direction][tCol].type == "")) {
if (enPassant) { thisBoard[fRow][tCol] = new Piece("", " ", ""); }
if (testCheck) return !isCheck(thisBoard, fRow, fCol, tRow, tCol, false); else return true;
}
return false;
}
function knightMove(thisBoard, fRow, fCol, tRow, tCol, testCheck) {
if ((Math.abs(fRow - tRow) === 2 && Math.abs(fCol - tCol) === 1) ||
(Math.abs(fRow - tRow) === 1 && Math.abs(fCol - tCol) === 2))
if (testCheck) return !isCheck(thisBoard, fRow, fCol, tRow, tCol, false); else return true;
return false;
}
function bishopMove(thisBoard, fRow, fCol, tRow, tCol, testCheck) {
// Check if the move is a diagonal move
if (Math.abs(fRow - tRow) !== Math.abs(fCol - tCol)) return false;
// Check if the path to the target is clear
let rowStep = (tRow - fRow) / Math.abs(tRow - fRow);
let colStep = (tCol - fCol) / Math.abs(tCol - fCol);
let row = fRow + rowStep;
let col = fCol + colStep;
while (row !== tRow || col !== tCol) {
if (thisBoard[row][col].type !== "") return false;
row += rowStep;
col += colStep;
}
if (testCheck) return !isCheck(thisBoard, fRow, fCol, tRow, tCol, false); else return true;
}
function rookMove(thisBoard, fRow, fCol, tRow, tCol, testCasteling, testCheck) {
// Check if the move is vertical or horizontal
if (fRow !== tRow && fCol !== tCol) {
return false;
}
// Check if the path to the target is clear
if (fRow === tRow) {
const start = Math.min(fCol, tCol) + 1;
const end = Math.max(fCol, tCol);
for (let i = start; i < end; i++) {
if (thisBoard[fRow][i].color !== "") {
return false;
}
}
} else if (fCol === tCol) {
const start = Math.min(fRow, tRow) + 1;
const end = Math.max(fRow, tRow);
for (let i = start; i < end; i++) {
if (thisBoard[i][fCol].color !== "") {
return false;
}
}
}
// Disables castling when moving the rook
if (testCheck) return !isCheck(thisBoard, fRow, fCol, tRow, tCol, testCasteling); else return true;
}
function queenMove(thisBoard, fRow, fCol, tRow, tCol, testCheck) {
if (rookMove(thisBoard, fRow, fCol, tRow, tCol, false, testCheck)) return true;
return bishopMove(thisBoard, fRow, fCol, tRow, tCol, testCheck);
}
function kingMove(thisBoard, fRow, fCol, tRow, tCol, testCasteling, testCheck) {
// The king can move one square in any direction
if (Math.abs(fRow - tRow) <= 1 && Math.abs(fCol - tCol) <= 1) {
if (testCheck) return !isCheck(thisBoard, fRow, fCol, tRow, tCol, testCasteling); else return true;
// Test if the castling move is possible
} else if (testCasteling) {
if (currentPlayer === "White") {
if (wBigCastle && tRow == 7 && tCol == 2 && thisBoard[7][1].color === "" && thisBoard[7][2].color === "" && thisBoard[7][3].color === "")
castleMove("White", "big");
else if (wSmallCastle && tRow == 7 && tCol == 6 && thisBoard[7][5].color === "" && thisBoard[7][6].color === "")
castleMove("White", "small");
} else if (bBigCastle && tRow == 0 && tCol == 2 && thisBoard[0][1].color === "" && thisBoard[0][2].color === "" && thisBoard[0][3].color === "")
castleMove("Black", "big");
else if (bSmallCastle && tRow == 0 && tCol == 6 && thisBoard[0][5].color === "" && thisBoard[0][6].color === "")
castleMove("Black", "small");
}
return false;
}
function castleMove(color, side) {
let otherPlayer = currentPlayer === "White" ? "Black" : "White";
let row = color === "White" ? 7 : 0;
let king = color === "White" ? "\u2654" : "\u265A";
let rook = color === "White" ? "\u2656" : "\u265C";
let columns = side === "big" ? [2, 3, 4] : [4, 5, 6];
for (let col of columns) {
for (let i = 0; i < 8; i++) {
for (let j = 0; j < 8; j++) {
if (board[i][j].color !== currentPlayer) {
if (board[i][j].type === "pawn") { if (pawnMove(board, i, j, row, col, otherPlayer, false, false)) return; }
else if (board[i][j].type === "knight") { if (knightMove(board, i, j, row, col, false)) return; }
else if (board[i][j].type === "bishop") { if (bishopMove(board, i, j, row, col, false)) return; }
else if (board[i][j].type === "rook") { if (rookMove(board, i, j, row, col, false, false)) return; }
else if (board[i][j].type === "queen") { if (queenMove(board, i, j, row, col, false)) return; }
else if (board[i][j].type === "king") { if (kingMove(board, i, j, row, col, false, false)) return; }
}
}
}
}
board[row][4] = new Piece("", " ", "");
if (side === "big") {
board[row][0] = new Piece("", " ", "");
board[row][2] = new Piece(color, king, "king");
board[row][3] = new Piece(color, rook, "rook");
} else {
board[row][7] = new Piece("", " ", "");
board[row][6] = new Piece(color, king, "king");
board[row][5] = new Piece(color, rook, "rook");
}
color === "White" ? (wBigCastle = false, wSmallCastle = false) : (bBigCastle = false, bSmallCastle = false);
if (color === "White" && !wBigCastleAt) { wBigCastleAt = history.length; }
if (color === "White" && !wSmallCastleAt) { wSmallCastleAt = history.length; }
if (color === "Black" && !bBigCastleAt) { bBigCastleAt = history.length; }
if (color === "Black" && !bSmallCastleAt) { bSmallCastleAt = history.length; }
currentPlayer = currentPlayer === "White" ? "Black" : "White";
turnIndicator.textContent = `Current turn: ${currentPlayer}`;
updateBoard(board, true);
isTheEnd();
}
function isCheck(board, fRow, fCol, tRow, tCol, testCasteling) {
let thisBoard = [];
for (let i = 0; i < 8; i++) {
thisBoard[i] = [];
for (let j = 0; j < 8; j++) {
thisBoard[i][j] = board[i][j];
}
}
let kRow;
let kCol;
thisBoard[tRow][tCol] = thisBoard[fRow][fCol];
thisBoard[fRow][fCol] = new Piece("", " ", "");
// Find the location of the king of the current player
for (let i = 0; i < 8; i++) {
for (let j = 0; j < 8; j++) {
if (thisBoard[i][j].type === "king" && thisBoard[i][j].color === currentPlayer) {
kRow = i;
kCol = j;
break;
}
}
}
// Check if any opponent piece can attack the king's location
otherPlayer = currentPlayer === "White" ? "Black" : "White";
for (let i = 0; i < 8; i++) {
for (let j = 0; j < 8; j++) {
if (thisBoard[i][j].color !== currentPlayer) {
if (thisBoard[i][j].type === "pawn") { if (pawnMove(thisBoard, i, j, kRow, kCol, otherPlayer, false, false)) return true; }
else if (thisBoard[i][j].type === "knight") { if (knightMove(thisBoard, i, j, kRow, kCol, false)) return true; }
else if (thisBoard[i][j].type === "bishop") { if (bishopMove(thisBoard, i, j, kRow, kCol, false)) return true; }
else if (thisBoard[i][j].type === "rook") { if (rookMove(thisBoard, i, j, kRow, kCol, false, false)) return true; }
else if (thisBoard[i][j].type === "queen") { if (queenMove(thisBoard, i, j, kRow, kCol, false)) return true; }
else if (thisBoard[i][j].type === "king") { if (kingMove(thisBoard, i, j, kRow, kCol, false, false)) return true; }
}
}
}
if (testCasteling) {
if (currentPlayer === "White" && board[fRow][fCol].type === "rook") {
if (wBigCastle && fCol === 0) {
wBigCastle = false;
if (!wBigCastleAt) { wBigCastleAt = history.length; }
}
if (wSmallCastle && fCol === 7) {
wSmallCastle = false;
if (!wSmallCastleAt) { wSmallCastleAt = history.length; }
}
} else if (currentPlayer === "Black" && board[fRow][fCol].type === "rook") {
if (bBigCastle && fCol === 0) {
bBigCastle = false;
if (!bBigCastleAt) { bBigCastleAt = history.length; }
}
if (bSmallCastle && fCol === 7) {
bSmallCastle = false;
if (!bSmallCastleAt) { bSmallCastleAt = history.length; }
}
}
if (board[fRow][fCol].type === "king") {
currentPlayer === "White" ? (wBigCastle = false, wSmallCastle = false) : (bBigCastle = false, bSmallCastle = false);
if (currentPlayer === "White" && !wBigCastleAt) { wBigCastleAt = history.length; }
if (currentPlayer === "White" && !wSmallCastleAt) { wSmallCastleAt = history.length; }
if (currentPlayer === "Black" && !bBigCastleAt) { bBigCastleAt = history.length; }
if (currentPlayer === "Black" && !bSmallCastleAt) { bSmallCastleAt = history.length; }
}
}
return false;
}
function pawnToPiece() {
for (let i = 0; i < 8; i++) {
if (board[0][i].type === "pawn") pawnToPieceModal();
if (board[7][i].type === "pawn") pawnToPieceModal();
}
}
function isTheEnd() {
for (let i = 0; i < 8; i++) {
for (let j = 0; j < 8; j++) {
if (board[i][j].color === currentPlayer) {
for (let k = 0; k < 8; k++) {
for (let l = 0; l < 8; l++) {
if (board[k][l].color !== currentPlayer) {
if (board[i][j].type === "rook") { if (rookMove(board, i, j, k, l, false, true)) return; }
else if (board[i][j].type === "knight") { if (knightMove(board, i, j, k, l, true)) return; }
else if (board[i][j].type === "bishop") { if (bishopMove(board, i, j, k, l, true)) return; }
else if (board[i][j].type === "queen") { if (queenMove(board, i, j, k, l, true)) return; }
else if (board[i][j].type === "king") { if (kingMove(board, i, j, k, l, false, true)) return; }
else if (board[i][j].type === "pawn") { if (pawnMove(board, i, j, k, l, currentPlayer, false, true)) return; }
}
}
}
}
}
}
otherPlayer = currentPlayer === "White" ? "Black" : "White";
if (isCheck(board, 0, 0, 0, 0, false)) endModal(otherPlayer);
else endModal("Draw");
}
function endModal(result) {
document.querySelector(".btn-rook").style.display = "none";
document.querySelector(".btn-knight").style.display = "none";
document.querySelector(".btn-bishop").style.display = "none";
document.querySelector(".btn-queen").style.display = "none";
document.querySelector(".btn-close").style.display = "block";
document.querySelector(".btn-refresh").style.display = "block";
if (result === "Draw") {
document.querySelector('.message').innerHTML = 'Draw';
} else {
document.querySelector('.message').innerHTML = result + ' pieces has won';
}
modal.classList.add('active');
}
function pawnToPieceModal() {
document.querySelector(".btn-rook").style.display = "block";
document.querySelector(".btn-knight").style.display = "block";
document.querySelector(".btn-bishop").style.display = "block";
document.querySelector(".btn-queen").style.display = "block";
document.querySelector(".btn-close").style.display = "none";
document.querySelector(".btn-refresh").style.display = "none";
document.querySelector('.message').innerHTML = 'Your pawn has reached the end of the board, choose a piece:';
modal.classList.add('active');
}
function pawnToRook() {
for (let i = 0; i < 8; i++) {
if (board[0][i].type === "pawn") {
board[0][i] = new Piece("White", "\u2656", "rook");
}
if (board[7][i].type === "pawn") {
board[7][i] = new Piece("Black", "\u265C", "rook");
}
}
updateBoard(board, true);
modal.classList.remove('active');
isTheEnd();
}
function pawnToKnight() {
for (let i = 0; i < 8; i++) {
if (board[0][i].type === "pawn") {
board[0][i] = new Piece("White", "\u2658", "knight")
}
if (board[7][i].type === "pawn") {
board[7][i] = new Piece("Black", "\u265E", "knight");
}
}
updateBoard(board, true);
modal.classList.remove('active');
isTheEnd();
}
function pawnToBishop() {
for (let i = 0; i < 8; i++) {
if (board[0][i].type === "pawn") {
board[0][i] = new Piece("White", "\u2657", "bishop");
}
if (board[7][i].type === "pawn") {
board[7][i] = new Piece("Black", "\u265D", "bishop");
}
}
updateBoard(board, true);
modal.classList.remove('active');
isTheEnd();
}
function pawnToQueen() {
for (let i = 0; i < 8; i++) {
if (board[0][i].type === "pawn") {
board[0][i] = new Piece("White", "\u2655", "queen");
}
if (board[7][i].type === "pawn") {
board[7][i] = new Piece("Black", "\u265B", "queen");
}
}
updateBoard(board, true);
modal.classList.remove('active');
isTheEnd();
}
function closeBtn() {
modal.classList.remove('active');
}
function refresh() {
window.location.reload();
}
function undo() {
if (history.length > 1) {
history.length = history.length - 1;
for (let i = 0; i < 8; i++) {
for (let j = 0; j < 8; j++) {
board[i][j] = history[history.length - 1][i][j];
}
}
if (history.length == wBigCastleAt) { wBigCastle = true; wBigCastleAt = null; }
if (history.length == bBigCastleAt) { bBigCastle = true; bBigCastleAt = null; }
if (history.length == wSmallCastleAt) { wSmallCastle = true; wSmallCastleAt = null; }
if (history.length == bSmallCastleAt) { bSmallCastle = true; bSmallCastleAt = null; }
updateBoard(board, false);
currentPlayer = currentPlayer === "White" ? "Black" : "White";
turnIndicator.textContent = `Current turn: ${currentPlayer}`;
}
}