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287 changes: 287 additions & 0 deletions project/classic-games/20260718-0624-epaminondas-lite.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>Mini Epaminondas</title>
<script src="https://cdn.tailwindcss.com"></script>
</head>
<body class="min-h-screen bg-zinc-950 text-zinc-100">
<main class="mx-auto flex min-h-screen max-w-5xl flex-col gap-5 px-4 py-6">
<header class="flex flex-col gap-3 border-b border-zinc-800 pb-4 sm:flex-row sm:items-end sm:justify-between">
<div>
<p class="text-sm font-semibold uppercase tracking-wide text-amber-300">Classic abstract</p>
<h1 class="text-3xl font-black text-white">Mini Epaminondas</h1>
<p class="mt-1 max-w-2xl text-sm text-zinc-300">Move a front piece to slide its phalanx. A longer phalanx can break through a shorter enemy line.</p>
</div>
<button id="resetBtn" class="rounded bg-amber-300 px-4 py-2 text-sm font-bold text-zinc-950 hover:bg-amber-200">Reset</button>
</header>

<section class="grid gap-4 lg:grid-cols-[1fr_18rem]">
<div class="rounded border border-zinc-800 bg-zinc-900 p-3">
<div id="board" class="grid grid-cols-6 gap-2"></div>
</div>

<aside class="flex flex-col gap-3">
<div class="rounded border border-zinc-800 bg-zinc-900 p-4">
<p class="text-sm font-semibold text-zinc-400">Status</p>
<p id="statusText" class="mt-2 text-xl font-black text-white">Select a red front piece.</p>
</div>
<div class="grid grid-cols-2 gap-3">
<div class="rounded border border-zinc-800 bg-zinc-900 p-4">
<p class="text-xs font-semibold uppercase text-zinc-500">Red</p>
<p id="redCount" class="mt-1 text-2xl font-black text-rose-300">12</p>
</div>
<div class="rounded border border-zinc-800 bg-zinc-900 p-4">
<p class="text-xs font-semibold uppercase text-zinc-500">Blue</p>
<p id="blueCount" class="mt-1 text-2xl font-black text-sky-300">12</p>
</div>
</div>
<div class="rounded border border-zinc-800 bg-zinc-900 p-4">
<p class="text-sm font-bold text-white">Directions</p>
<div id="moveList" class="mt-3 grid grid-cols-2 gap-2"></div>
</div>
<div class="rounded border border-zinc-800 bg-zinc-900 p-4 text-sm text-zinc-300">
<p class="font-bold text-white">How to play</p>
<p class="mt-2">Choose a red piece at the front of a same-color line. Move that phalanx one square. If the next enemy line is shorter, it is captured.</p>
</div>
</aside>
</section>
</main>

<script>
const size = 6;
const directions = [
{ label: "N", dr: -1, dc: 0 },
{ label: "NE", dr: -1, dc: 1 },
{ label: "E", dr: 0, dc: 1 },
{ label: "SE", dr: 1, dc: 1 },
{ label: "S", dr: 1, dc: 0 },
{ label: "SW", dr: 1, dc: -1 },
{ label: "W", dr: 0, dc: -1 },
{ label: "NW", dr: -1, dc: -1 }
];
const boardEl = document.getElementById("board");
const moveList = document.getElementById("moveList");
const statusText = document.getElementById("statusText");
const redCount = document.getElementById("redCount");
const blueCount = document.getElementById("blueCount");
const resetBtn = document.getElementById("resetBtn");
let board = [];
let selected = null;
let gameOver = false;

function inBounds(row, col) {
return row >= 0 && row < size && col >= 0 && col < size;
}

function freshBoard() {
return Array.from({ length: size }, (_, row) =>
Array.from({ length: size }, () => {
if (row < 2) return "B";
if (row > 3) return "R";
return "";
})
);
}

function countPieces(color) {
return board.flat().filter((cell) => cell === color).length;
}

function phalanxCells(row, col, dir, color) {
const cells = [[row, col]];
let nextRow = row - dir.dr;
let nextCol = col - dir.dc;
while (inBounds(nextRow, nextCol) && board[nextRow][nextCol] === color && cells.length < 3) {
cells.push([nextRow, nextCol]);
nextRow -= dir.dr;
nextCol -= dir.dc;
}
return cells;
}

function enemyLine(row, col, dir, enemy) {
const cells = [];
let nextRow = row;
let nextCol = col;
while (inBounds(nextRow, nextCol) && board[nextRow][nextCol] === enemy) {
cells.push([nextRow, nextCol]);
nextRow += dir.dr;
nextCol += dir.dc;
}
return cells;
}

function legalMovesFor(row, col, color) {
if (board[row][col] !== color || gameOver) return [];
const enemy = color === "R" ? "B" : "R";
return directions.flatMap((dir) => {
const backRow = row - dir.dr;
const backCol = col - dir.dc;
if (inBounds(backRow, backCol) && board[backRow][backCol] === color) return [];
const phalanx = phalanxCells(row, col, dir, color);
const targetRow = row + dir.dr;
const targetCol = col + dir.dc;
if (!inBounds(targetRow, targetCol)) return [];
const target = board[targetRow][targetCol];
if (target === "") {
return [{ dir, phalanx, captures: [] }];
}
if (target === enemy) {
const captures = enemyLine(targetRow, targetCol, dir, enemy);
if (phalanx.length > captures.length) {
return [{ dir, phalanx, captures }];
}
}
return [];
});
}

function allLegalMoves(color) {
const moves = [];
for (let row = 0; row < size; row += 1) {
for (let col = 0; col < size; col += 1) {
for (const move of legalMovesFor(row, col, color)) {
moves.push({ row, col, ...move });
}
}
}
return moves;
}

function applyMove(row, col, move) {
const color = board[row][col];
for (const [captureRow, captureCol] of move.captures) {
board[captureRow][captureCol] = "";
}
for (let index = move.phalanx.length - 1; index >= 0; index -= 1) {

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P1 Badge Process phalanx moves from the front

When a selected phalanx contains more than one piece, this reverse loop moves the rear piece into the front piece's square and then the next iteration clears that same square, so ordinary multi-piece slides delete pieces. For example, red pieces at rows 5 and 4 moving north into an empty row 3 leave only the row-3 piece instead of preserving both pieces, which corrupts counts and win checks for both player and AI moves.

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const [fromRow, fromCol] = move.phalanx[index];
const toRow = fromRow + move.dir.dr;
const toCol = fromCol + move.dir.dc;
board[fromRow][fromCol] = "";
board[toRow][toCol] = color;
}
selected = null;
checkGame();
}

function chooseAiMove() {
const moves = allLegalMoves("B");
if (!moves.length) {
gameOver = true;
statusText.textContent = "Red wins. Blue has no move.";
return;
}
moves.sort((a, b) => b.captures.length - a.captures.length);
const bestCaptures = moves[0].captures.length;
const best = moves.filter((move) => move.captures.length === bestCaptures);
return best[Math.floor(Math.random() * best.length)];
}

function playComputerTurn() {
if (gameOver) return;
const move = chooseAiMove();
if (!move) return;
applyMove(move.row, move.col, move);
if (!gameOver) {
statusText.textContent = "Select a red front piece.";
}
render();
}

function checkGame() {
const red = countPieces("R");
const blue = countPieces("B");
const redReached = board[0].includes("R");
const blueReached = board[size - 1].includes("B");
if (red === 0 || blueReached) {
gameOver = true;
statusText.textContent = "Blue wins.";
} else if (blue === 0 || redReached) {
gameOver = true;
statusText.textContent = "Red wins.";
}
}

function handleCell(row, col) {
if (gameOver) return;
if (board[row][col] === "R") {
selected = { row, col };
statusText.textContent = "Pick a direction.";
} else {
selected = null;
statusText.textContent = "Select a red front piece.";
}
render();
}

function renderMoves() {
moveList.innerHTML = "";
if (!selected || gameOver) {
moveList.innerHTML = '<p class="col-span-2 text-sm text-zinc-500">No piece selected.</p>';
return;
}
const moves = legalMovesFor(selected.row, selected.col, "R");
if (!moves.length) {
moveList.innerHTML = '<p class="col-span-2 text-sm text-zinc-500">That piece has no legal phalanx move.</p>';
return;
}
for (const move of moves) {
const button = document.createElement("button");
button.type = "button";
button.className = "rounded border border-amber-300 px-3 py-2 text-sm font-bold text-amber-200 hover:bg-amber-300 hover:text-zinc-950";
button.textContent = `${move.dir.label}${move.captures.length ? " x" + move.captures.length : ""}`;
button.addEventListener("click", () => {
applyMove(selected.row, selected.col, move);
render();
window.setTimeout(playComputerTurn, 300);
});
moveList.appendChild(button);
}
}

function renderBoard() {
boardEl.innerHTML = "";
for (let row = 0; row < size; row += 1) {
for (let col = 0; col < size; col += 1) {
const cell = board[row][col];
const isSelected = selected && selected.row === row && selected.col === col;
const button = document.createElement("button");
button.type = "button";
button.setAttribute("aria-label", `row ${row + 1}, column ${col + 1}`);
button.className = [
"aspect-square rounded border text-lg font-black transition focus:outline-none focus:ring-2 focus:ring-amber-200",
(row + col) % 2 === 0 ? "border-zinc-700 bg-zinc-800" : "border-zinc-700 bg-zinc-700",
cell === "R" ? "text-rose-300" : "",
cell === "B" ? "text-sky-300" : "",
isSelected ? "ring-2 ring-amber-300" : "",
!cell ? "hover:bg-zinc-600" : "hover:bg-zinc-600"
].join(" ");
button.textContent = cell;
button.addEventListener("click", () => handleCell(row, col));
boardEl.appendChild(button);
}
}
}

function render() {
redCount.textContent = String(countPieces("R"));
blueCount.textContent = String(countPieces("B"));
renderBoard();
renderMoves();
}

function resetGame() {
board = freshBoard();
selected = null;
gameOver = false;
statusText.textContent = "Select a red front piece.";
render();
}

resetBtn.addEventListener("click", resetGame);
resetGame();
</script>
</body>
</html>