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240 changes: 240 additions & 0 deletions project/classic-games/20260718-0724-focus-lite.html
Original file line number Diff line number Diff line change
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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 Focus</title>
<script src="https://cdn.tailwindcss.com"></script>
</head>
<body class="min-h-screen bg-slate-950 text-slate-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-slate-800 pb-4 sm:flex-row sm:items-end sm:justify-between">
<div>
<p class="text-sm font-semibold uppercase tracking-wide text-fuchsia-300">Classic abstract</p>
<h1 class="text-3xl font-black text-white">Mini Focus</h1>
<p class="mt-1 max-w-2xl text-sm text-slate-300">Move a stack as far as its height, stack pieces, and score opponent pieces that spill past five.</p>
</div>
<button id="resetBtn" class="rounded bg-fuchsia-300 px-4 py-2 text-sm font-bold text-slate-950 hover:bg-fuchsia-200">Reset</button>
</header>

<section class="grid gap-4 lg:grid-cols-[1fr_18rem]">
<div class="rounded border border-slate-800 bg-slate-900 p-3">
<div id="board" class="grid grid-cols-4 gap-2"></div>
</div>
<aside class="flex flex-col gap-3">
<div class="rounded border border-slate-800 bg-slate-900 p-4">
<p class="text-sm font-semibold text-slate-400">Status</p>
<p id="statusText" class="mt-2 text-xl font-black text-white">Select a pink-topped stack.</p>
</div>
<div class="grid grid-cols-2 gap-3">
<div class="rounded border border-slate-800 bg-slate-900 p-4">
<p class="text-xs font-semibold uppercase text-slate-500">Pink</p>
<p id="pinkScore" class="mt-1 text-2xl font-black text-fuchsia-300">0</p>
</div>
<div class="rounded border border-slate-800 bg-slate-900 p-4">
<p class="text-xs font-semibold uppercase text-slate-500">Cyan</p>
<p id="cyanScore" class="mt-1 text-2xl font-black text-cyan-300">0</p>
</div>
</div>
<div class="rounded border border-slate-800 bg-slate-900 p-4 text-sm text-slate-300">
<p class="font-bold text-white">Rules</p>
<p class="mt-2">Only the top piece controls a stack. Move the whole stack 1 to its height squares orthogonally. Stacks above five drop bottom pieces into the scorer's pile.</p>
</div>
</aside>
</section>
</main>

<script>
const size = 4;
const maxStack = 5;
const targetScore = 6;
const boardEl = document.getElementById("board");
const statusText = document.getElementById("statusText");
const pinkScore = document.getElementById("pinkScore");
const cyanScore = document.getElementById("cyanScore");
const resetBtn = document.getElementById("resetBtn");
const dirs = [[1, 0], [-1, 0], [0, 1], [0, -1]];
let board = [];
let selected = null;
let targets = [];
let turn = "P";
let scores = { P: 0, C: 0 };
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 }, (_, col) => [(row + col) % 2 === 0 ? "P" : "C"])
);
}

function topOf(row, col) {
const stack = board[row][col];
return stack.length ? stack[stack.length - 1] : "";
}

function legalMoves(row, col, player = turn) {
const stack = board[row][col];
if (!stack.length || topOf(row, col) !== player || gameOver) return [];
const moves = [];
const maxDistance = Math.min(stack.length, size - 1);
for (const [dr, dc] of dirs) {
for (let distance = 1; distance <= maxDistance; distance += 1) {
const nextRow = row + dr * distance;
const nextCol = col + dc * distance;
if (inBounds(nextRow, nextCol)) {
moves.push({ row: nextRow, col: nextCol });
}
}
}
return moves;
}

function allMovesFor(player) {
const moves = [];
for (let row = 0; row < size; row += 1) {
for (let col = 0; col < size; col += 1) {
for (const move of legalMoves(row, col, player)) {
moves.push({ fromRow: row, fromCol: col, ...move });
}
}
}
return moves;
}

function scoreOverflow(stack, scorer) {
while (stack.length > maxStack) {
const dropped = stack.shift();
if (dropped !== scorer) {
scores[scorer] += 1;
}
}
}

function moveStack(fromRow, fromCol, toRow, toCol) {
const moving = board[fromRow][fromCol];
const destination = board[toRow][toCol];
board[toRow][toCol] = destination.concat(moving);
board[fromRow][fromCol] = [];
scoreOverflow(board[toRow][toCol], turn);
selected = null;
targets = [];
checkGame();
if (!gameOver) {
turn = turn === "P" ? "C" : "P";
statusText.textContent = turn === "P" ? "Select a pink-topped stack." : "Cyan is thinking.";
}
render();
if (!gameOver && turn === "C") {
window.setTimeout(playComputerTurn, 350);

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P2 Badge Cancel pending AI turns on reset

When Reset is clicked during the 350 ms Cyan delay, this timeout still fires against the freshly reset board. Because resetGame() restores turn to "P", the stale playComputerTurn() moves a Cyan stack while Pink is supposed to be choosing and moveStack() credits any overflow to Pink, corrupting the new game state immediately after reset. Store the timer id and clear it on reset, or guard the callback so old turns cannot run after a reset.

Useful? React with 👍 / 👎.

}
}

function chooseAiMove() {
const moves = allMovesFor("C");
if (!moves.length) return null;
moves.sort((a, b) => {
const gainA = board[a.row][a.col].filter((piece) => piece === "P").length;
const gainB = board[b.row][b.col].filter((piece) => piece === "P").length;
return gainB - gainA;
});
return moves[0];
}

function playComputerTurn() {
const move = chooseAiMove();
if (!move) {
gameOver = true;
statusText.textContent = "Pink wins. Cyan has no move.";
render();
return;
}
moveStack(move.fromRow, move.fromCol, move.row, move.col);
}

function checkGame() {
if (scores.P >= targetScore || scores.C >= targetScore) {
gameOver = true;
statusText.textContent = scores.P > scores.C ? "Pink wins by captures." : "Cyan wins by captures.";
return;
}
const pinkMoves = allMovesFor("P").length;
const cyanMoves = allMovesFor("C").length;
if (!pinkMoves || !cyanMoves) {
gameOver = true;
statusText.textContent = pinkMoves > cyanMoves ? "Pink wins on mobility." : "Cyan wins on mobility.";
}
}

function handleCell(row, col) {
if (gameOver || turn !== "P") return;
const target = targets.find((move) => move.row === row && move.col === col);
if (selected && target) {
moveStack(selected.row, selected.col, row, col);
return;
}
if (topOf(row, col) === "P") {
selected = { row, col };
targets = legalMoves(row, col);
statusText.textContent = targets.length ? "Choose a destination." : "That stack has no move.";
} else {
selected = null;
targets = [];
statusText.textContent = "Select a pink-topped stack.";
}
render();
}

function renderBoard() {
boardEl.innerHTML = "";
for (let row = 0; row < size; row += 1) {
for (let col = 0; col < size; col += 1) {
const stack = board[row][col];
const top = topOf(row, col);
const isSelected = selected && selected.row === row && selected.col === col;
const isTarget = targets.some((move) => move.row === row && move.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 p-2 text-center transition focus:outline-none focus:ring-2 focus:ring-white",
(row + col) % 2 === 0 ? "border-slate-700 bg-slate-800" : "border-slate-700 bg-slate-700",
isSelected ? "ring-2 ring-white" : "",
isTarget ? "border-fuchsia-200 bg-slate-600" : "",
"hover:bg-slate-600"
].join(" ");
const topClass = top === "P" ? "text-fuchsia-300" : "text-cyan-300";
button.innerHTML = stack.length
? `<span class="block text-2xl font-black ${topClass}">${top}</span><span class="text-xs text-slate-300">${stack.join("")}</span>`
: '<span class="text-sm text-slate-500">empty</span>';
button.addEventListener("click", () => handleCell(row, col));
boardEl.appendChild(button);
}
}
}

function render() {
pinkScore.textContent = String(scores.P);
cyanScore.textContent = String(scores.C);
renderBoard();
}

function resetGame() {
board = freshBoard();
selected = null;
targets = [];
turn = "P";
scores = { P: 0, C: 0 };
gameOver = false;
statusText.textContent = "Select a pink-topped stack.";
render();
}

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