<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Chess Game with Drawings</title>
    <style>
        /* Styles remain the same */
    </style>
</head>
<body>
    <div id="chessboard"></div>

    <script>
        let selectedPiece = null;
        let isPlayerTurn = true;

        const board = [
            [1, 2, 3, 4, 5, 3, 2, 1],
            [6, 6, 6, 6, 6, 6, 6, 6],
            [0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0],
            [0, 0, 0, 0, 0, 0, 0, 0],
            [12, 11, 10, 9, 8, 10, 11, 12],
            [7, 7, 7, 7, 7, 7, 7, 7],
        ];

        const chessboardElement = document.getElementById('chessboard');
        updateChessboard();

        function updateChessboard() {
            chessboardElement.innerHTML = '';

            for (let i = 0; i < 8; i++) {
                for (let j = 0; j < 8; j++) {
                    const square = document.createElement('div');
                    square.className = 'square';
                    square.dataset.row = i;
                    square.dataset.col = j;

                    if (board[i][j] !== 0) {
                        const piece = document.createElement('div');
                        piece.className = 'piece';
                        piece.draggable = isPlayerTurn; // Only allow dragging for player's turn
                        piece.dataset.pieceType = board[i][j];
                        piece.dataset.row = i;
                        piece.dataset.col = j;
                        piece.textContent = getPieceSymbol(board[i][j]);

                        if (isPlayerTurn) {
                            piece.addEventListener('dragstart', handleDragStart);
                            piece.addEventListener('dragover', handleDragOver);
                            piece.addEventListener('drop', handleDrop);
                        }

                        square.appendChild(piece);
                    }

                    square.addEventListener('click', handleSquareClick);
                    chessboardElement.appendChild(square);
                }
            }

            if (!isPlayerTurn) {
                setTimeout(makeComputerMove, 500); // Delay for a better user experience
            }
        }

        function handleSquareClick(event) {
            if (isPlayerTurn) {
                const clickedSquare = event.target;
                const row = parseInt(clickedSquare.dataset.row);
                const col = parseInt(clickedSquare.dataset.col);

                if (selectedPiece) {
                    const fromRow = parseInt(selectedPiece.dataset.row);
                    const fromCol = parseInt(selectedPiece.dataset.col);

                    if (isMoveValid(fromRow, fromCol, row, col)) {
                        board[row][col] = board[fromRow][fromCol];
                        board[fromRow][fromCol] = 0;

                        selectedPiece.dataset.row = row;
                        selectedPiece.dataset.col = col;

                        isPlayerTurn = !isPlayerTurn; // Switch turns

                        updateChessboard();
                    } else {
                        alert('Illegal move! Try again.');
                    }

                    selectedPiece = null;
                } else {
                    if (board[row][col] !== 0) {
                        selectedPiece = event.target;
                    }
                }
            }
        }

        function handleDragStart(event) {
            if (isPlayerTurn) {
                event.dataTransfer.setData('text/plain', event.target.dataset.pieceType);
            }
        }

        function handleDragOver(event) {
            event.preventDefault();
        }

        function handleDrop(event) {
            if (isPlayerTurn) {
                const targetType = event.dataTransfer.getData('text/plain');
                const targetSquare = event.target;

                const fromRow = parseInt(selectedPiece.dataset.row);
                const fromCol = parseInt(selectedPiece.dataset.col);
                const toRow = parseInt(targetSquare.dataset.row);
                const toCol = parseInt(targetSquare.dataset.col);

                if (isMoveValid(fromRow, fromCol, toRow, toCol)) {
                    board[toRow][toCol] = board[fromRow][fromCol];
                    board[fromRow][fromCol] = 0;

                    selectedPiece.dataset.row = toRow;
                    selectedPiece.dataset.col = toCol;

                    isPlayerTurn = !isPlayerTurn; // Switch turns

                    updateChessboard();
                } else {
                    alert('Illegal move! Try again.');
                }

                selectedPiece = null;
            }
        }

        function isMoveValid(fromRow, fromCol, toRow, toCol) {
            // Implement your move validation logic here
            // For simplicity, you may start with basic checks and gradually enhance it
            return true;
        }

        function makeComputerMove() {
            const bestMove = getBestMove();
            const [fromRow, fromCol, toRow, toCol] = bestMove;

            board[toRow][toCol] = board[fromRow][fromCol];
            board[fromRow][fromCol] = 0;

            updateChessboard();

            isPlayerTurn = !isPlayerTurn; // Switch turns
        }

        function getBestMove() {
            const depth = 3; // Adjust the depth as needed
            const isMaximizingPlayer = false; // Computer player is the minimizing player

            return minimax(board, depth, -Infinity, Infinity, isMaximizingPlayer).bestMove;
        }

        function minimax(board, depth, alpha, beta, maximizingPlayer) {
            if (depth === 0 || isGameOver(board)) {
                return { score: evaluateBoard(board), bestMove: null };
            }

            const validMoves = generateValidMoves(board, maximizingPlayer);
            let bestMove = null;

            if (maximizingPlayer) {
                let maxScore = -Infinity;

                for (const move of validMoves) {
                    const [fromRow, fromCol, toRow, toCol] = move;
                    const newBoard = makeMove(board, fromRow, fromCol, toRow, toCol);

                    const result = minimax(newBoard, depth - 1, alpha, beta, false);
                    const score = result.score;

                    if (score > maxScore) {
                        maxScore = score;
                        bestMove = move;
                    }

                    alpha = Math.max(alpha, score);
                    if (beta <= alpha) {
                        break; // Beta cut-off
                    }
                }

                return { score: maxScore, bestMove };
            } else {
                let minScore = Infinity;

                for (const move of validMoves) {
                    const [fromRow, fromCol, toRow, toCol] = move;
                    const newBoard = makeMove(board, fromRow, fromCol, toRow, toCol);

                    const result = minimax(newBoard, depth - 1, alpha, beta, true);
                    const score = result.score;

                    if (score < minScore) {
                        minScore = score;
                        bestMove = move;
                    }

                    beta = Math.min(beta, score);
                    if (beta <= alpha) {
                        break; // Alpha cut-off
                    }
                }

                return { score: minScore, bestMove };
            }
        }

        function generateValidMoves(board, maximizingPlayer) {
            const validMoves = [];

            for (let i = 0; i < 8; i++) {
                for (let j = 0; j < 8; j++) {
                    if (board[i][j] !== 0 && (maximizingPlayer ? board[i][j] < 7 : board[i][j] > 6)) {
                        for (let k = 0; k < 8; k++) {
                            for (let l = 0; l < 8; l++) {
                                if (isMoveValid(i, j, k, l, board, maximizingPlayer)) {
                                    validMoves.push([i, j, k, l]);
                                }
                            }
                        }
                    }
                }
            }

            return validMoves;
        }

        function isGameOver(board) {
            // Implement your game over logic here
            // For simplicity, you may start with a basic implementation
            return false;
        }

        function evaluateBoard(board) {
            // Implement your board evaluation logic here
            // For simplicity, you may start with a basic implementation
            return 0;
        }

        function makeMove(board, fromRow, fromCol, toRow, toCol) {
            // Create a new board with the specified move
            const newBoard = board.map(row => row.slice());
            newBoard[toRow][toCol] = newBoard[fromRow][fromCol];
            newBoard[fromRow][fromCol] = 0;
            return newBoard;
        }

        function getPieceSymbol(pieceType) {
            // Return a text representation for each chess piece
            switch (pieceType) {
                case 1: return '♔'; // White King
                case 2: return '♕'; // White Queen
                case 3: return '♖'; // White Rook
                case 4: return '♗'; // White Bishop
                case 5: return '♘'; // White Knight
                case 6: return '♙'; // White Pawn
                case 7: return '♚'; // Black King
                case 8: return '♛'; // Black Queen
                case 9: return '♜'; // Black Rook
                case 10: return '♝'; // Black Bishop
                case 11: return '♞'; // Black Knight
                case 12: return '♟'; // Black Pawn
                default: return '';
            }
        }
    </script>
</body>
</html>
 

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