Update index.html
Browse files- index.html +285 -210
index.html
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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font-family: Arial, sans-serif;
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}
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body {
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}
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.container {
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margin: 0 auto;
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padding: 20px;
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}
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}
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border-radius:
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}
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button {
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background: #4CAF50;
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color: white;
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padding: 10px 20px;
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border: none;
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border-radius:
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cursor: pointer;
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}
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button:hover {
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background: #45a049;
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}
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width: 100%;
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padding: 8px;
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margin: 5px 0;
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border-radius: 4px;
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border: 1px solid #444;
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background: #333;
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color: white;
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}
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.device-status {
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background: #2a2a2a;
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padding: 20px;
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border-radius: 8px;
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margin-top: 20px;
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}
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grid-template-columns: repeat(auto-fill, minmax(200px, 1fr));
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gap: 10px;
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margin: 20px 0;
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}
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.preset {
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background: #333;
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padding: 10px;
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border-radius: 4px;
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cursor: pointer;
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}
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}
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</style>
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</head>
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<body>
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<div class="
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<
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</div>
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<div class="control-panel">
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<h3>Binaural Beat Generator</h3>
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<div>
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<label>Base Frequency (Hz):</label>
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<input type="number" id="baseFreq" value="432" min="20" max="1000">
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</div>
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<div>
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<label>Beat Frequency (Hz):</label>
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<input type="number" id="beatFreq" value="7" min="1" max="40">
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</div>
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<button id="startBinaural">Generate Binaural Beat</button>
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<button id="stopBinaural">Stop</button>
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</div>
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</div>
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<div class="visualization">
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<canvas id="spectrumCanvas"></canvas>
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<canvas id="3dRoomCanvas"></canvas>
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</div>
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<div class="preset-container">
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<div class="preset">
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<h4>Alpha Wave</h4>
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<p>8-12 Hz</p>
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</div>
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<div class="preset">
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<h4>Theta Wave</h4>
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<p>4-7 Hz</p>
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</div>
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<div class="preset">
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<h4>Delta Wave</h4>
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<p>0.5-4 Hz</p>
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</div>
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</div>
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<div class="device-status">
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<h3>Connected Devices</h3>
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<div id="deviceList"></div>
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</div>
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</div>
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<script>
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class
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constructor() {
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this.
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this.
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}
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}
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}
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}
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}
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}
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const
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const
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const
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}
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}
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const beatFreq = parseFloat(document.getElementById('beatFreq').value);
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analyzer.generateBinauralBeat(baseFreq, beatFreq);
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});
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document.getElementById('stopBinaural').addEventListener('click', () => analyzer.stopBinauralBeat());
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// Setup room visualization
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const room3d = document.getElementById('3dRoomCanvas');
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const ctx3d = room3d.getContext('2d');
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function draw3dRoom() {
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// Basic 3D room visualization implementation would go here
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// This would require a more complex 3D rendering library for proper implementation
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ctx3d.fillStyle = '#2a2a2a';
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ctx3d.fillRect(0, 0, room3d.width, room3d.height);
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ctx3d.strokeStyle = '#4CAF50';
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ctx3d.beginPath();
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ctx3d.moveTo(50, 50);
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ctx3d.lineTo(room3d.width - 50, 50);
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ctx3d.lineTo(room3d.width - 50, room3d.height - 50);
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ctx3d.lineTo(50, room3d.height - 50);
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ctx3d.closePath();
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ctx3d.stroke();
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}
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</script>
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</body>
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</html><script async data-explicit-opt-in="true" data-cookie-opt-in="true" src="https://vercel.live/_next-live/feedback/feedback.js"></script>
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Go Game</title>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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}
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body {
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display: flex;
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flex-direction: column;
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align-items: center;
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min-height: 100vh;
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background: #f0f0f0;
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font-family: Arial, sans-serif;
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padding: 20px;
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}
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.game-container {
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background: #DEB887;
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padding: 20px;
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border-radius: 10px;
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box-shadow: 0 0 20px rgba(0,0,0,0.1);
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}
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.board {
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display: grid;
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grid-template-columns: repeat(19, 30px);
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grid-template-rows: repeat(19, 30px);
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gap: 0px;
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background: #DEB887;
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border: 2px solid #000;
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position: relative;
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}
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.intersection {
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width: 30px;
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height: 30px;
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position: relative;
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cursor: pointer;
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}
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.intersection::before {
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content: '';
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position: absolute;
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top: 50%;
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left: 0;
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width: 100%;
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height: 1px;
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background: #000;
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}
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.intersection::after {
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content: '';
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position: absolute;
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left: 50%;
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top: 0;
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height: 100%;
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width: 1px;
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background: #000;
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}
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.stone {
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position: absolute;
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width: 26px;
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height: 26px;
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border-radius: 50%;
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top: 2px;
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left: 2px;
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z-index: 1;
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transition: all 0.2s ease;
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}
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.black {
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background: #000;
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box-shadow: 2px 2px 2px rgba(0,0,0,0.2);
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}
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.white {
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background: #fff;
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box-shadow: 2px 2px 2px rgba(0,0,0,0.2);
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}
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.controls {
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margin-top: 20px;
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display: flex;
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gap: 10px;
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}
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button {
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padding: 10px 20px;
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font-size: 16px;
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border: none;
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border-radius: 5px;
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cursor: pointer;
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background: #4CAF50;
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color: white;
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transition: background 0.3s;
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}
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button:hover {
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background: #45a049;
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}
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.score {
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margin-top: 20px;
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font-size: 18px;
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display: flex;
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gap: 20px;
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}
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.mode-select {
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margin-bottom: 20px;
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}
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select {
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padding: 8px;
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font-size: 16px;
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border-radius: 5px;
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}
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</style>
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</head>
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<body>
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<div class="mode-select">
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<select id="gameMode">
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<option value="pvp">Player vs Player</option>
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<option value="ai">Player vs AI</option>
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</select>
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</div>
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<div class="game-container">
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<div class="board" id="board"></div>
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</div>
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<div class="score">
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<div>Black Score: <span id="blackScore">0</span></div>
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<div>White Score: <span id="whiteScore">0</span></div>
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</div>
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<div class="controls">
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<button id="passBtn">Pass</button>
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<button id="resetBtn">Reset</button>
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</div>
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<script>
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class GoGame {
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constructor() {
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this.size = 19;
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this.board = Array(this.size).fill().map(() => Array(this.size).fill(null));
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this.currentPlayer = 'black';
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this.lastMove = null;
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this.passes = 0;
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this.gameMode = 'pvp';
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this.score = { black: 0, white: 0 };
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this.capturedStones = { black: 0, white: 0 };
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this.initialize();
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}
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initialize() {
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const boardElement = document.getElementById('board');
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boardElement.innerHTML = '';
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for(let i = 0; i < this.size; i++) {
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for(let j = 0; j < this.size; j++) {
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const intersection = document.createElement('div');
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intersection.className = 'intersection';
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intersection.dataset.row = i;
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intersection.dataset.col = j;
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intersection.addEventListener('click', (e) => this.handleMove(e));
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boardElement.appendChild(intersection);
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}
|
178 |
}
|
179 |
+
|
180 |
+
document.getElementById('passBtn').addEventListener('click', () => this.pass());
|
181 |
+
document.getElementById('resetBtn').addEventListener('click', () => this.reset());
|
182 |
+
document.getElementById('gameMode').addEventListener('change', (e) => {
|
183 |
+
this.gameMode = e.target.value;
|
184 |
+
this.reset();
|
185 |
+
});
|
186 |
}
|
187 |
|
188 |
+
handleMove(e) {
|
189 |
+
const row = parseInt(e.target.dataset.row);
|
190 |
+
const col = parseInt(e.target.dataset.col);
|
191 |
|
192 |
+
if(this.isValidMove(row, col)) {
|
193 |
+
this.placeStone(row, col);
|
194 |
+
|
195 |
+
if(this.gameMode === 'ai' && this.currentPlayer === 'white') {
|
196 |
+
setTimeout(() => this.makeAIMove(), 500);
|
197 |
+
}
|
198 |
+
}
|
199 |
+
}
|
200 |
|
201 |
+
isValidMove(row, col) {
|
202 |
+
if(this.board[row][col] !== null) return false;
|
203 |
+
|
204 |
+
// Place stone temporarily to check if it would be immediately captured
|
205 |
+
this.board[row][col] = this.currentPlayer;
|
206 |
+
const group = this.getGroup(row, col);
|
207 |
+
const liberties = this.countLiberties(group);
|
208 |
+
|
209 |
+
// Revert the temporary stone
|
210 |
+
this.board[row][col] = null;
|
211 |
+
|
212 |
+
return liberties > 0;
|
213 |
+
}
|
214 |
|
215 |
+
placeStone(row, col) {
|
216 |
+
if(this.board[row][col] === null) {
|
217 |
+
this.board[row][col] = this.currentPlayer;
|
218 |
+
this.renderStone(row, col);
|
219 |
+
this.captures();
|
220 |
+
this.passes = 0;
|
221 |
+
this.currentPlayer = this.currentPlayer === 'black' ? 'white' : 'black';
|
222 |
+
this.updateScore();
|
223 |
+
}
|
224 |
+
}
|
225 |
+
|
226 |
+
renderStone(row, col) {
|
227 |
+
const intersection = document.querySelector(`[data-row="${row}"][data-col="${col}"]`);
|
228 |
+
const stone = document.createElement('div');
|
229 |
+
stone.className = `stone ${this.currentPlayer}`;
|
230 |
+
intersection.appendChild(stone);
|
231 |
+
}
|
232 |
|
233 |
+
getGroup(row, col) {
|
234 |
+
const color = this.board[row][col];
|
235 |
+
const group = new Set();
|
236 |
+
const stack = [[row, col]];
|
237 |
+
|
238 |
+
while(stack.length > 0) {
|
239 |
+
const [r, c] = stack.pop();
|
240 |
+
const key = `${r},${c}`;
|
241 |
+
|
242 |
+
if(!group.has(key)) {
|
243 |
+
group.add(key);
|
244 |
+
const neighbors = this.getNeighbors(r, c);
|
245 |
+
|
246 |
+
for(const [nr, nc] of neighbors) {
|
247 |
+
if(this.board[nr][nc] === color) {
|
248 |
+
stack.push([nr, nc]);
|
249 |
+
}
|
250 |
+
}
|
251 |
+
}
|
252 |
+
}
|
253 |
+
|
254 |
+
return group;
|
255 |
}
|
256 |
|
257 |
+
countLiberties(group) {
|
258 |
+
const liberties = new Set();
|
259 |
+
|
260 |
+
for(const pos of group) {
|
261 |
+
const [row, col] = pos.split(',').map(Number);
|
262 |
+
const neighbors = this.getNeighbors(row, col);
|
263 |
+
|
264 |
+
for(const [nr, nc] of neighbors) {
|
265 |
+
if(this.board[nr][nc] === null) {
|
266 |
+
liberties.add(`${nr},${nc}`);
|
267 |
+
}
|
268 |
+
}
|
269 |
}
|
270 |
+
|
271 |
+
return liberties.size;
|
272 |
}
|
273 |
|
274 |
+
getNeighbors(row, col) {
|
275 |
+
const neighbors = [];
|
276 |
+
const directions = [[-1,0], [1,0], [0,-1], [0,1]];
|
277 |
+
|
278 |
+
for(const [dr, dc] of directions) {
|
279 |
+
const newRow = row + dr;
|
280 |
+
const newCol = col + dc;
|
281 |
+
|
282 |
+
if(newRow >= 0 && newRow < this.size && newCol >= 0 && newCol < this.size) {
|
283 |
+
neighbors.push([newRow, newCol]);
|
284 |
+
}
|
285 |
+
}
|
286 |
+
|
287 |
+
return neighbors;
|
288 |
+
}
|
289 |
|
290 |
+
captures() {
|
291 |
+
for(let i = 0; i < this.size; i++) {
|
292 |
+
for(let j = 0; j < this.size; j++) {
|
293 |
+
if(this.board[i][j] !== null) {
|
294 |
+
const group = this.getGroup(i, j);
|
295 |
+
if(this.countLiberties(group) === 0) {
|
296 |
+
for(const pos of group) {
|
297 |
+
const [row, col] = pos.split(',').map(Number);
|
298 |
+
const capturedColor = this.board[row][col];
|
299 |
+
this.board[row][col] = null;
|
300 |
+
const intersection = document.querySelector(`[data-row="${row}"][data-col="${col}"]`);
|
301 |
+
intersection.innerHTML = '';
|
302 |
+
this.capturedStones[this.currentPlayer]++;
|
303 |
+
}
|
304 |
+
}
|
305 |
+
}
|
306 |
+
}
|
307 |
+
}
|
308 |
+
}
|
309 |
|
310 |
+
makeAIMove() {
|
311 |
+
const validMoves = [];
|
312 |
+
for(let i = 0; i < this.size; i++) {
|
313 |
+
for(let j = 0; j < this.size; j++) {
|
314 |
+
if(this.isValidMove(i, j)) {
|
315 |
+
validMoves.push([i, j]);
|
316 |
+
}
|
317 |
+
}
|
318 |
+
}
|
319 |
|
320 |
+
if(validMoves.length > 0) {
|
321 |
+
const [row, col] = validMoves[Math.floor(Math.random() * validMoves.length)];
|
322 |
+
this.placeStone(row, col);
|
323 |
+
} else {
|
324 |
+
this.pass();
|
325 |
+
}
|
326 |
+
}
|
327 |
|
328 |
+
pass() {
|
329 |
+
this.passes++;
|
330 |
+
if(this.passes === 2) {
|
331 |
+
alert('Game Over!');
|
332 |
+
return;
|
333 |
+
}
|
334 |
+
this.currentPlayer = this.currentPlayer === 'black' ? 'white' : 'black';
|
335 |
+
if(this.gameMode === 'ai' && this.currentPlayer === 'white') {
|
336 |
+
setTimeout(() => this.makeAIMove(), 500);
|
337 |
+
}
|
338 |
+
}
|
339 |
|
340 |
+
reset() {
|
341 |
+
this.board = Array(this.size).fill().map(() => Array(this.size).fill(null));
|
342 |
+
this.currentPlayer = 'black';
|
343 |
+
this.passes = 0;
|
344 |
+
this.score = { black: 0, white: 0 };
|
345 |
+
this.capturedStones = { black: 0, white: 0 };
|
346 |
+
const intersections = document.querySelectorAll('.intersection');
|
347 |
+
intersections.forEach(intersection => intersection.innerHTML = '');
|
348 |
+
this.updateScore();
|
349 |
}
|
|
|
350 |
|
351 |
+
updateScore() {
|
352 |
+
document.getElementById('blackScore').textContent =
|
353 |
+
this.score.black + this.capturedStones.black;
|
354 |
+
document.getElementById('whiteScore').textContent =
|
355 |
+
this.score.white + this.capturedStones.white;
|
356 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
357 |
}
|
358 |
|
359 |
+
const game = new GoGame();
|
360 |
</script>
|
361 |
</body>
|
362 |
</html><script async data-explicit-opt-in="true" data-cookie-opt-in="true" src="https://vercel.live/_next-live/feedback/feedback.js"></script>
|