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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>GO - The Ancient Board Game</title>
    <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
        }

        :root {
            --wood-dark: #5d4037;
            --wood-light: #8d6e63;
            --wood-surface: #a1887f;
            --board-border: #3e2723;
            --black-stone: #1a1a1a;
            --white-stone: #f5f5f5;
            --highlight: #ffd54f;
            --shadow: rgba(0, 0, 0, 0.3);
        }

        body {
            font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
            background: linear-gradient(135deg, #1a1a2e 0%, #16213e 50%, #0f3460 100%);
            min-height: 100vh;
            color: #fff;
            overflow-x: hidden;
        }

        /* Header */
        .header {
            background: linear-gradient(90deg, var(--board-border) 0%, #2c1810 100%);
            padding: 1rem 2rem;
            display: flex;
            justify-content: space-between;
            align-items: center;
            box-shadow: 0 4px 20px rgba(0, 0, 0, 0.4);
            position: relative;
            z-index: 10;
        }

        .logo {
            display: flex;
            align-items: center;
            gap: 1rem;
        }

        .logo-icon {
            width: 50px;
            height: 50px;
            background: linear-gradient(145deg, #fff, #e0e0e0);
            border-radius: 50%;
            display: flex;
            align-items: center;
            justify-content: center;
            font-size: 1.5rem;
            color: var(--board-border);
            font-weight: bold;
            box-shadow: 0 4px 15px rgba(0, 0, 0, 0.3);
        }

        .logo-text {
            font-size: 2rem;
            font-weight: 700;
            background: linear-gradient(90deg, #ffd700, #ffecb3);
            -webkit-background-clip: text;
            -webkit-text-fill-color: transparent;
            background-clip: text;
            text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.3);
        }

        .header-links {
            display: flex;
            gap: 1.5rem;
            align-items: center;
        }

        .header-link {
            color: #ffd700;
            text-decoration: none;
            font-weight: 500;
            padding: 0.5rem 1rem;
            border-radius: 8px;
            transition: all 0.3s ease;
            border: 1px solid transparent;
        }

        .header-link:hover {
            background: rgba(255, 215, 0, 0.1);
            border-color: #ffd700;
        }

        /* Main Container */
        .main-container {
            display: flex;
            justify-content: center;
            align-items: flex-start;
            padding: 2rem;
            gap: 2rem;
            flex-wrap: wrap;
        }

        /* Game Area */
        .game-area {
            display: flex;
            flex-direction: column;
            align-items: center;
        }

        .game-info {
            background: rgba(255, 255, 255, 0.1);
            backdrop-filter: blur(10px);
            border-radius: 16px;
            padding: 1.5rem 2rem;
            margin-bottom: 1.5rem;
            display: flex;
            gap: 2rem;
            align-items: center;
            border: 1px solid rgba(255, 255, 255, 0.1);
        }

        .current-player {
            display: flex;
            align-items: center;
            gap: 1rem;
        }

        .player-indicator {
            width: 40px;
            height: 40px;
            border-radius: 50%;
            box-shadow: 0 4px 10px rgba(0, 0, 0, 0.3);
            transition: all 0.3s ease;
        }

        .player-indicator.black {
            background: radial-gradient(circle at 30% 30%, #444, #000);
        }

        .player-indicator.white {
            background: radial-gradient(circle at 30% 30%, #fff, #ccc);
        }

        .player-label {
            font-size: 1.1rem;
            font-weight: 600;
        }

        .turn-indicator {
            animation: pulse 1.5s infinite;
        }

        @keyframes pulse {
            0%, 100% { transform: scale(1); }
            50% { transform: scale(1.1); }
        }

        /* Board */
        .board-container {
            position: relative;
            padding: 2rem;
            background: linear-gradient(145deg, var(--wood-dark), var(--wood-light));
            border-radius: 12px;
            box-shadow: 
                0 20px 60px rgba(0, 0, 0, 0.5),
                inset 0 2px 10px rgba(255, 255, 255, 0.1);
            border: 8px solid var(--board-border);
        }

        .board {
            position: relative;
            background: linear-gradient(145deg, #deb887, #d2a679);
            border-radius: 4px;
            box-shadow: inset 0 0 30px rgba(0, 0, 0, 0.2);
        }

        .grid-lines {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            pointer-events: none;
        }

        .grid-line {
            position: absolute;
            background: #4a3728;
        }

        .grid-line.horizontal {
            width: calc(100% - 2px);
            height: 1px;
            left: 1px;
        }

        .grid-line.vertical {
            width: 1px;
            height: calc(100% - 2px);
            top: 1px;
        }

        /* Star Points */
        .star-point {
            position: absolute;
            width: 10px;
            height: 10px;
            background: #4a3728;
            border-radius: 50%;
            transform: translate(-50%, -50%);
        }

        /* Stones */
        .stones-container {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
        }

        .stone {
            position: absolute;
            width: 92%;
            height: 92%;
            border-radius: 50%;
            transform: translate(-50%, -50%);
            cursor: pointer;
            transition: transform 0.2s ease;
            box-shadow: 
                2px 4px 8px rgba(0, 0, 0, 0.4),
                inset 2px 4px 8px rgba(255, 255, 255, 0.2),
                inset -2px -4px 8px rgba(0, 0, 0, 0.3);
        }

        .stone:hover {
            transform: translate(-50%, -50%) scale(1.05);
        }

        .stone.black {
            background: radial-gradient(circle at 30% 30%, #555, #1a1a1a);
        }

        .stone.white {
            background: radial-gradient(circle at 30% 30%, #fff, #ccc);
        }

        .stone.last-move {
            box-shadow: 
                2px 4px 8px rgba(0, 0, 0, 0.4),
                inset 2px 4px 8px rgba(255, 255, 255, 0.2),
                inset -2px -4px 8px rgba(0, 0, 0, 0.3),
                0 0 15px #ffd700;
        }

        /* Ghost Stone */
        .ghost-stone {
            position: absolute;
            width: 92%;
            height: 92%;
            border-radius: 50%;
            transform: translate(-50%, -50%);
            pointer-events: none;
            opacity: 0;
            transition: opacity 0.2s ease;
            box-shadow: 0 0 20px rgba(255, 255, 255, 0.5);
        }

        .ghost-stone.visible {
            opacity: 0.5;
        }

        .ghost-stone.black {
            background: radial-gradient(circle at 30% 30%, #555, #1a1a1a);
        }

        .ghost-stone.white {
            background: radial-gradient(circle at 30% 30%, #fff, #ccc);
        }

        /* Capture Display */
        .captures {
            display: flex;
            gap: 2rem;
            background: rgba(0, 0, 0, 0.2);
            padding: 1rem 1.5rem;
            border-radius: 12px;
        }

        .capture-item {
            display: flex;
            align-items: center;
            gap: 0.5rem;
        }

        .capture-stone {
            width: 24px;
            height: 24px;
            border-radius: 50%;
        }

        .capture-stone.black {
            background: radial-gradient(circle at 30% 30%, #555, #1a1a1a);
        }

        .capture-stone.white {
            background: radial-gradient(circle at 30% 30%, #fff, #ccc);
            border: 1px solid #ccc;
        }

        /* Sidebar */
        .sidebar {
            width: 320px;
            display: flex;
            flex-direction: column;
            gap: 1.5rem;
        }

        .panel {
            background: rgba(255, 255, 255, 0.1);
            backdrop-filter: blur(10px);
            border-radius: 16px;
            padding: 1.5rem;
            border: 1px solid rgba(255, 255, 255, 0.1);
        }

        .panel-title {
            font-size: 1.2rem;
            font-weight: 600;
            margin-bottom: 1rem;
            display: flex;
            align-items: center;
            gap: 0.5rem;
            color: #ffd700;
        }

        /* Game Controls */
        .controls {
            display: flex;
            flex-direction: column;
            gap: 0.75rem;
        }

        .btn {
            padding: 0.875rem 1.5rem;
            border: none;
            border-radius: 10px;
            font-size: 1rem;
            font-weight: 600;
            cursor: pointer;
            transition: all 0.3s ease;
            display: flex;
            align-items: center;
            justify-content: center;
            gap: 0.5rem;
        }

        .btn-primary {
            background: linear-gradient(135deg, #ffd700, #ffb300);
            color: #1a1a2e;
            box-shadow: 0 4px 15px rgba(255, 215, 0, 0.3);
        }

        .btn-primary:hover {
            transform: translateY(-2px);
            box-shadow: 0 6px 20px rgba(255, 215, 0, 0.4);
        }

        .btn-secondary {
            background: rgba(255, 255, 255, 0.1);
            color: #fff;
            border: 1px solid rgba(255, 255, 255, 0.2);
        }

        .btn-secondary:hover {
            background: rgba(255, 255, 255, 0.2);
        }

        /* Move History */
        .move-history {
            max-height: 200px;
            overflow-y: auto;
            display: flex;
            flex-direction: column;
            gap: 0.25rem;
        }

        .move-history::-webkit-scrollbar {
            width: 6px;
        }

        .move-history::-webkit-scrollbar-track {
            background: rgba(255, 255, 255, 0.1);
            border-radius: 3px;
        }

        .move-history::-webkit-scrollbar-thumb {
            background: rgba(255, 215, 0, 0.5);
            border-radius: 3px;
        }

        .move-entry {
            padding: 0.5rem 0.75rem;
            background: rgba(0, 0, 0, 0.2);
            border-radius: 6px;
            font-size: 0.9rem;
            display: flex;
            justify-content: space-between;
            transition: background 0.2s ease;
        }

        .move-entry:hover {
            background: rgba(0, 0, 0, 0.3);
        }

        .move-number {
            color: #ffd700;
            font-weight: 600;
        }

        /* Game Rules */
        .rules-list {
            list-style: none;
            display: flex;
            flex-direction: column;
            gap: 0.75rem;
        }

        .rules-list li {
            display: flex;
            align-items: flex-start;
            gap: 0.75rem;
            font-size: 0.95rem;
            line-height: 1.4;
        }

        .rules-list i {
            color: #ffd700;
            margin-top: 2px;
        }

        /* Modal */
        .modal-overlay {
            position: fixed;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            background: rgba(0, 0, 0, 0.7);
            display: none;
            justify-content: center;
            align-items: center;
            z-index: 1000;
            backdrop-filter: blur(5px);
        }

        .modal-overlay.active {
            display: flex;
        }

        .modal {
            background: linear-gradient(145deg, #2c1810, #1a1a2e);
            border-radius: 20px;
            padding: 2.5rem;
            text-align: center;
            max-width: 400px;
            border: 2px solid #ffd700;
            box-shadow: 0 25px 50px rgba(0, 0, 0, 0.5);
            animation: modalSlide 0.3s ease;
        }

        @keyframes modalSlide {
            from {
                transform: translateY(-50px);
                opacity: 0;
            }
            to {
                transform: translateY(0);
                opacity: 1;
            }
        }

        .modal h2 {
            font-size: 2rem;
            margin-bottom: 1rem;
            color: #ffd700;
        }

        .modal p {
            margin-bottom: 1.5rem;
            font-size: 1.1rem;
            line-height: 1.6;
        }

        .modal .btn-group {
            display: flex;
            gap: 1rem;
            justify-content: center;
        }

        /* Responsive */
        @media (max-width: 900px) {
            .main-container {
                flex-direction: column;
                align-items: center;
            }

            .sidebar {
                width: 100%;
                max-width: 500px;
                flex-direction: row;
                flex-wrap: wrap;
            }

            .sidebar .panel {
                flex: 1;
                min-width: 200px;
            }
        }

        @media (max-width: 600px) {
            .header {
                flex-direction: column;
                gap: 1rem;
            }

            .header-links {
                flex-wrap: wrap;
                justify-content: center;
            }

            .game-info {
                flex-direction: column;
                gap: 1rem;
            }

            .sidebar {
                flex-direction: column;
            }
        }

        /* Animations */
        @keyframes stonePlace {
            0% {
                transform: translate(-50%, -50%) scale(0);
                opacity: 0;
            }
            50% {
                transform: translate(-50%, -50%) scale(1.2);
            }
            100% {
                transform: translate(-50%, -50%) scale(1);
                opacity: 1;
            }
        }

        .stone.new {
            animation: stonePlace 0.3s ease forwards;
        }

        @keyframes captureEffect {
            0% {
                transform: translate(-50%, -50%) scale(1);
                opacity: 1;
            }
            100% {
                transform: translate(-50%, -50%) scale(0);
                opacity: 0;
            }
        }

        .stone.captured {
            animation: captureEffect 0.5s ease forwards;
        }
    </style>
</head>
<body>
    <!-- Header -->
    <header class="header">
        <div class="logo">
            <div class="logo-icon"></div>
            <span class="logo-text">GO</span>
        </div>
        <nav class="header-links">
            <a href="#" class="header-link">Rules</a>
            <a href="#" class="header-link">History</a>
            <a href="#" class="header-link" onclick="openAbout()">About</a>
            <a href="https://huggingface.co/spaces/akhaliq/anycoder" class="header-link" target="_blank">Built with anycoder</a>
        </nav>
    </header>

    <!-- Main Container -->
    <main class="main-container">
        <!-- Game Area -->
        <div class="game-area">
            <div class="game-info">
                <div class="current-player">
                    <div class="player-indicator black" id="playerIndicator"></div>
                    <div class="player-label">
                        <span id="playerLabel">Black's Turn</span>
                    </div>
                </div>
                <div class="captures">
                    <div class="capture-item">
                        <div class="capture-stone white"></div>
                        <span id="whiteCaptures">0</span>
                    </div>
                    <div class="capture-item">
                        <div class="capture-stone black"></div>
                        <span id="blackCaptures">0</span>
                    </div>
                </div>
            </div>
            
            <div class="board-container">
                <div class="board" id="board">
                    <div class="grid-lines" id="gridLines"></div>
                    <div class="star-points" id="starPoints"></div>
                    <div class="stones-container" id="stonesContainer">
                        <div class="ghost-stone black" id="ghostStone"></div>
                    </div>
                </div>
            </div>
        </div>

        <!-- Sidebar -->
        <aside class="sidebar">
            <div class="panel">
                <h3 class="panel-title">
                    <i class="fas fa-gamepad"></i>
                    Game Controls
                </h3>
                <div class="controls">
                    <button class="btn btn-primary" onclick="newGame()">
                        <i class="fas fa-plus"></i>
                        New Game
                    </button>
                    <button class="btn btn-secondary" onclick="passTurn()">
                        <i class="fas fa-hand"></i>
                        Pass
                    </button>
                    <button class="btn btn-secondary" onclick="undoMove()">
                        <i class="fas fa-undo"></i>
                        Undo
                    </button>
                </div>
            </div>

            <div class="panel">
                <h3 class="panel-title">
                    <i class="fas fa-history"></i>
                    Move History
                </h3>
                <div class="move-history" id="moveHistory">
                    <div style="color: rgba(255,255,255,0.5); text-align: center;">No moves yet</div>
                </div>
            </div>

            <div class="panel">
                <h3 class="panel-title">
                    <i class="fas fa-book"></i>
                    How to Play
                </h3>
                <ul class="rules-list">
                    <li>
                        <i class="fas fa-circle"></i>
                        Players take turns placing stones on grid intersections
                    </li>
                    <li>
                        <i class="fas fa-circle"></i>
                        Capture stones by surrounding them (removing all liberties)
                    </li>
                    <li>
                        <i class="fas fa-circle"></i>
                        The goal is to control more territory than your opponent
                    </li>
                    <li>
                        <i class="fas fa-circle"></i>
                        Two consecutive passes end the game
                    </li>
                </ul>
            </div>
        </aside>
    </main>

    <!-- Game Over Modal -->
    <div class="modal-overlay" id="gameOverModal">
        <div class="modal">
            <h2><i class="fas fa-trophy"></i> Game Over!</h2>
            <p id="gameResult"></p>
            <div class="btn-group">
                <button class="btn btn-secondary" onclick="closeModal()">Close</button>
                <button class="btn btn-primary" onclick="newGame(); closeModal();">New Game</button>
            </div>
        </div>
    </div>

    <!-- About Modal -->
    <div class="modal-overlay" id="aboutModal">
        <div class="modal">
            <h2><i class="fas fa-info-circle"></i> About Go</h2>
            <p>Go (囲碁) is an ancient board game originating in China over 2,500 years ago. It's considered one of the most complex and intellectually demanding strategy games in the world.</p>
            <p>The game is played on a 19×19 grid where two players take turns placing black and white stones. The objective is to control more territory than your opponent by surrounding empty points and capturing enemy stones.</p>
            <div class="btn-group">
                <button class="btn btn-primary" onclick="closeAbout()">Got it!</button>
            </div>
        </div>
    </div>

    <script>
        // Game Configuration
        const BOARD_SIZE = 19;
        const CELL_SIZE = 30;
        const BOARD_PIXELS = (BOARD_SIZE - 1) * CELL_SIZE + 1;

        // Game State
        let board = [];
        let currentPlayer = 'black';
        let moveHistory = [];
        let captures = { black: 0, white: 0 };
        let passCount = 0;
        let gameOver = false;
        let lastMove = null;

        // DOM Elements
        const boardElement = document.getElementById('board');
        const gridLinesElement = document.getElementById('gridLines');
        const starPointsElement = document.getElementById('starPoints');
        const stonesContainer = document.getElementById('stonesContainer');
        const ghostStone = document.getElementById('ghostStone');
        const playerIndicator = document.getElementById('playerIndicator');
        const playerLabel = document.getElementById('playerLabel');
        const moveHistoryElement = document.getElementById('moveHistory');
        const whiteCapturesElement = document.getElementById('whiteCaptures');
        const blackCapturesElement = document.getElementById('blackCaptures');
        const gameOverModal = document.getElementById('gameOverModal');
        const aboutModal = document.getElementById('aboutModal');

        // Initialize Board
        function initBoard() {
            // Set board dimensions
            boardElement.style.width = BOARD_PIXELS + 'px';
            boardElement.style.height = BOARD_PIXELS + 'px';

            // Clear previous content
            gridLinesElement.innerHTML = '';
            starPointsElement.innerHTML = '';

            // Create grid lines
            for (let i = 0; i < BOARD_SIZE; i++) {
                // Horizontal lines
                const hLine = document.createElement('div');
                hLine.className = 'grid-line horizontal';
                hLine.style.top = (i * CELL_SIZE) + 'px';
                gridLinesElement.appendChild(hLine);

                // Vertical lines
                const vLine = document.createElement('div');
                vLine.className = 'grid-line vertical';
                vLine.style.left = (i * CELL_SIZE) + 'px';
                gridLinesElement.appendChild(vLine);
            }

            // Create star points (hoshi) - standard 19x19 board has 9 star points
            const starPositions = [3, 9, 15];
            for (let row of starPositions) {
                for (let col of starPositions) {
                    const starPoint = document.createElement('div');
                    starPoint.className = 'star-point';
                    starPoint.style.left = (col * CELL_SIZE) + 'px';
                    starPoint.style.top = (row * CELL_SIZE) + 'px';
                    starPointsElement.appendChild(starPoint);
                }
            }

            // Initialize internal board state
            resetGame();
        }

        // Reset Game
        function resetGame() {
            board = Array(BOARD_SIZE).fill(null).map(() => Array(BOARD_SIZE).fill(null));
            currentPlayer = 'black';
            moveHistory = [];
            captures = { black: 0, white: 0 };
            passCount = 0;
            gameOver = false;
            lastMove = null;

            // Clear stones (keep ghost stone)
            const stones = stonesContainer.querySelectorAll('.stone');
            stones.forEach(stone => stone.remove());

            updateUI();
            updateMoveHistory();
        }

        // Get Coordinates from Mouse Event
        function getCoordinates(e) {
            const rect = boardElement.getBoundingClientRect();
            const x = e.clientX - rect.left;
            const y = e.clientY - rect.top;

            const col = Math.round(x / CELL_SIZE);
            const row = Math.round(y / CELL_SIZE);

            if (col >= 0 && col < BOARD_SIZE && row >= 0 && row < BOARD_SIZE) {
                return { row, col };
            }
            return null;
        }

        // Place Stone
        function placeStone(row, col) {
            if (gameOver || board[row][col] !== null) return false;

            const newBoard = board.map(r => [...r]);
            newBoard[row][col] = currentPlayer;

            // Check for captures
            const opponent = currentPlayer === 'black' ? 'white' : 'black';
            const capturedStones = [];

            // Check all four directions for opponent stones
            const directions = [[-1, 0], [1, 0], [0, -1], [0, 1]];
            for (const [dr, dc] of directions) {
                const nr = row + dr;
                const nc = col + dc;
                if (nr >= 0 && nr < BOARD_SIZE && nc >= 0 && nc < BOARD_SIZE && newBoard[nr][nc] === opponent) {
                    const group = getGroup(newBoard, nr, nc);
                    if (getLiberties(newBoard, group) === 0 && !capturedStones.some(s => s.row === nr && s.col === nc)) {
                        capturedStones.push(...group);
                    }
                }
            }

            // Remove captured stones
            for (const stone of capturedStones) {
                newBoard[stone.row][stone.col] = null;
            }

            // Check for suicide (placing stone where it has no liberties after capture)
            const group = getGroup(newBoard, row, col);
            if (getLiberties(newBoard, group) === 0 && capturedStones.length === 0) {
                return false;
            }

            // Check for ko (simple version - can't recapture immediately)
            if (moveHistory.length > 0) {
                const lastState = moveHistory[moveHistory.length - 1].boardState;
                if (JSON.stringify(newBoard) === JSON.stringify(lastState)) {
                    return false;
                }
            }

            // Valid move - update game state
            board = newBoard;
            captures[currentPlayer] += capturedStones.length;

            // Remove captured stones from DOM
            for (const stone of capturedStones) {
                const stoneElement = stonesContainer.querySelector(`[data-row="${stone.row}"][data-col="${stone.col}"]`);
                if (stoneElement) {
                    stoneElement.classList.add('captured');
                    setTimeout(() => stoneElement.remove(), 500);
                }
            }

            // Add new stone
            addStoneVisual(row, col, currentPlayer);

            // Update last move indicator
            const prevLastMove = lastMove;
            lastMove = { row, col, player: currentPlayer };
            updateLastMoveIndicator(prevLastMove);

            // Save move to history
            moveHistory.push({
                boardState: board.map(r => [...r]),
                player: currentPlayer,
                position: { row, col },
                captures: { ...captures }
            });

            // Switch player
            currentPlayer = opponent;
            passCount = 0;

            updateUI();
            updateMoveHistory();

            return true;
        }

        // Get group of connected stones
        function getGroup(boardState, row, col) {
            const color = boardState[row][col];
            if (!color) return [];

            const group = [];
            const visited = new Set();
            const stack = [{ row, col }];

            while (stack.length > 0) {
                const { row: r, col: c } = stack.pop();
                const key = `${r},${c}`;
                if (visited.has(key)) continue;
                if (boardState[r][c] !== color) continue;

                visited.add(key);
                group.push({ row: r, col: c });

                const directions = [[-1, 0], [1, 0], [0, -1], [0, 1]];
                for (const [dr, dc] of directions) {
                    const nr = r + dr;
                    const nc = c + dc;
                    if (nr >= 0 && nr < BOARD_SIZE && nc >= 0 && nc < BOARD_SIZE) {
                        stack.push({ row: nr, col: nc });
                    }
                }
            }

            return group;
        }

        // Count liberties of a group
        function getLiberties(boardState, group) {
            const liberties = new Set();

            for (const { row, col } of group) {
                const directions = [[-1, 0], [1, 0], [0, -1], [0, 1]];
                for (const [dr, dc] of directions) {
                    const nr = row + dr;
                    const nc = col + dc;
                    if (nr >= 0 && nr < BOARD_SIZE && nc >= 0 && nc < BOARD_SIZE) {
                        if (boardState[nr][nc] === null) {
                            liberties.add(`${nr},${nc}`);
                        }
                    }
                }
            }

            return liberties.size;
        }

        // Add Stone Visual
        function addStoneVisual(row, col, color) {
            const stone = document.createElement('div');
            stone.className = `stone ${color} new`;
            stone.dataset.row = row;
            stone.dataset.col = col;
            stone.style.left = (col * CELL_SIZE) + 'px';
            stone.style.top = (row * CELL_SIZE) + 'px';
            stonesContainer.appendChild(stone);

            setTimeout(() => stone.classList.remove('new'), 300);
        }

        // Update Last Move Indicator
        function updateLastMoveIndicator(prevMove) {
            // Remove previous indicator
            const prevIndicator = stonesContainer.querySelector('.last-move');
            if (prevIndicator) prevIndicator.classList.remove('last-move');

            // Add new indicator
            if (lastMove) {
                const stone = stonesContainer.querySelector(`[data-row="${lastMove.row}"][data-col="${lastMove.col}"]`);
                if (stone) stone.classList.add('last-move');
            }
        }

        // Update UI
        function updateUI() {
            // Update player indicator
            playerIndicator.className = `player-indicator ${currentPlayer} turn-indicator`;
            playerLabel.textContent = `${currentPlayer.charAt(0).toUpperCase() + currentPlayer.slice(1)}'s Turn`;

            // Update captures
            whiteCapturesElement.textContent = captures.white;
            blackCapturesElement.textContent = captures.black;

            // Update ghost stone
            ghostStone.className = `ghost-stone ${currentPlayer}`;
        }

        // Update Move History Display
        function updateMoveHistory() {
            if (moveHistory.length === 0) {
                moveHistoryElement.innerHTML = '<div style="color: rgba(255,255,255,0.5); text-align: center;">No moves yet</div>';
                return;
            }

            const columns = 2;
            const movesPerColumn = Math.ceil(moveHistory.length / columns);
            let html = '<div style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 0.5rem;">';

            for (let i = 0; i < moveHistory.length; i++) {
                const move = moveHistory[i];
                const col = Math.floor(i / movesPerColumn) + 1;
                html += `
                    <div class="move-entry">
                        <span class="move-number">${i + 1}.</span>
                        <span>${move.player.charAt(0).toUpperCase()} @ ${String.fromCharCode(65 + move.position.col)}${move.position.row + 1}</span>
                    </div>
                `;
            }
            html += '</div>';
            moveHistoryElement.innerHTML = html;
        }

        // Pass Turn
        function passTurn() {
            if (gameOver) return;

            passCount++;

            if (passCount >= 2) {
                endGame();
                return;
            }

            moveHistory.push({
                boardState: board.map(r => [...r]),
                player: currentPlayer,
                position: null,
                captures: { ...captures },
                passed: true
            });

            currentPlayer = currentPlayer === 'black' ? 'white' : 'black';
            passCount++;
            lastMove = null;
            updateUI();
            updateMoveHistory();
        }

        // Undo Move
        function undoMove() {
            if (moveHistory.length === 0 || gameOver) return;

            moveHistory.pop();

            if (moveHistory.length === 0) {
                resetGame();
                return;
            }

            const lastState = moveHistory[moveHistory.length - 1];
            board = lastState.boardState.map(r => [...r]);
            captures = { ...lastState.captures };
            currentPlayer = lastState.player;
            passCount = 0;

            // Redraw all stones
            const stones = stonesContainer.querySelectorAll('.stone:not(#ghostStone)');
            stones.forEach(stone => stone.remove());

            for (let row = 0; row < BOARD_SIZE; row++) {
                for (let col = 0; col < BOARD_SIZE; col++) {
                    if (board[row][col]) {
                        addStoneVisual(row, col, board[row][col]);
                    }
                }
            }

            lastMove = moveHistory.length > 0 ? moveHistory[moveHistory.length - 1] : null;
            updateLastMoveIndicator(null);
            updateUI();
            updateMoveHistory();
        }

        // End Game
        function endGame() {
            gameOver = true;
            
            // Simple scoring: territory + captures
            const blackScore = calculateTerritory('black') + captures.black;
            const whiteScore = calculateTerritory('white') + captures.white + 6.5; // Komi (handicap compensation)

            const winner = blackScore > whiteScore ? 'Black' : 'White';
            const margin = Math.abs(blackScore - whiteScore).toFixed(1);

            document.getElementById('gameResult').innerHTML = `
                <strong>${winner}</strong> wins by <strong>${margin} points</strong>!<br><br>
                <small>Black: ${blackScore.toFixed(1)} | White: ${whiteScore.toFixed(1)} (includes 6.5 komi)</small>
            `;

            gameOverModal.classList.add('active');
        }

        // Calculate Territory
        function calculateTerritory(player) {
            const visited = new Set();
            let territory = 0;

            for (let row = 0; row < BOARD_SIZE; row++) {
                for (let col = 0; col < BOARD_SIZE; col++) {
                    if (board[row][col] === null && !visited.has(`${row},${col}`)) {
                        const region = getEmptyRegion(row, col);
                        const owners = new Set();
                        
                        for (const { r, c } of region) {
                            const directions = [[-1, 0], [1, 0], [0, -1], [0, 1]];
                            for (const [dr, dc] of directions) {
                                const nr = r + dr;
                                const nc = c + dc;
                                if (nr >= 0 && nr < BOARD_SIZE && nc >= 0 && nc < BOARD_SIZE && board[nr][nc]) {
                                    owners.add(board[nr][nc]);
                                }
                            }
                        }

                        if (owners.size === 1 && owners.has(player)) {
                            territory += region.length;
                        }

                        region.forEach(p => visited.add(`${p.r},${p.c}`));
                    }
                }
            }

            return territory;
        }

        // Get empty region
        function getEmptyRegion(row, col) {
            const region = [];
            const visited = new Set();
            const stack = [{ r: row, c: col }];

            while (stack.length > 0) {
                const { r, c } = stack.pop();
                const key = `${r},${c}`;
                if (visited.has(key)) continue;
                if (board[r][c] !== null) continue;

                visited.add(key);
                region.push({ r, c });

                const directions = [[-1, 0], [1, 0], [0, -1], [0, 1]];
                for (const [dr, dc] of directions) {
                    const nr = r + dr;
                    const nc = c + dc;
                    if (nr >= 0 && nr < BOARD_SIZE && nc >= 0 && nc < BOARD_SIZE) {
                        stack.push({ r: nr, c: nc });
                    }
                }
            }

            return region;
        }

        // New Game
        function newGame() {
            resetGame();
        }

        // Modal functions
        function closeModal() {
            gameOverModal.classList.remove('active');
        }

        function openAbout() {
            aboutModal.classList.add('active');
        }

        function closeAbout() {
            aboutModal.classList.remove('active');
        }

        // Event Listeners
        boardElement.addEventListener('mousemove', (e) => {
            const coords = getCoordinates(e);
            if (coords && !gameOver) {
                ghostStone.style.left = (coords.col * CELL_SIZE) + 'px';
                ghostStone.style.top = (coords.row * CELL_SIZE) + 'px';
                ghostStone.classList.add('visible');
            } else {
                ghostStone.classList.remove('visible');
            }
        });

        boardElement.addEventListener('mouseleave', () => {
            ghostStone.classList.remove('visible');
        });

        boardElement.addEventListener('click', (e) => {
            const coords = getCoordinates(e);
            if (coords) {
                placeStone(coords.row, coords.col);
            }
        });

        // Close modals on outside click
        gameOverModal.addEventListener('click', (e) => {
            if (e.target === gameOverModal) closeModal();
        });

        aboutModal.addEventListener('click', (e) => {
            if (e.target === aboutModal) closeAbout();
        });

        // Keyboard shortcuts
        document.addEventListener('keydown', (e) => {
            if (e.key === 'n' || e.key === 'N') newGame();
            if (e.key === 'p' || e.key === 'P') passTurn();
            if (e.key === 'z' && (e.ctrlKey || e.metaKey)) {
                e.preventDefault();
                undoMove();
            }
            if (e.key === 'Escape') {
                closeModal();
                closeAbout();
            }
        });

        // Initialize on load
        window.addEventListener('load', initBoard);

        // Handle window resize
        window.addEventListener('resize', () => {
            ghostStone.classList.remove('visible');
        });
    </script>
</body>
</html>