Template:Goban 9x9

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[edit] [history] [purge] Template documentation

Example[edit]

{{Goban 9x9|=
   a b c d e f g h i
 1| | | | | | | | | |=
 2| | | | | | | | | |=
 3| | | | | | | | | |=
 4| | | | | | | | | |=
 5| | | | | | | | | |=
 6| | | | | | | | | |=
 7| | | | | | | | | |=
 8| | | | | | | | | |=
 9| | | | | | | | | |=
   a b c d e f g h i|=
|24|u=u|d=d|l=l|r=r}}

Parameters[edit]

This template can be used to make go board, with stones and various other marks. For example,

{{Goban 5x5|=
  |  |  |  |  | b|=
  | b|bT| A|-c| b|=
  |  | c|w2|  |  |=
  | w| -| w| b| w|=
  |  |  | w| w|  |=
|24|u=u|d=d|l=l|r=r}}
produces
Go ul.svg Go u.svg Go u.svg Go u.svg Go b.svg
Go b.svg Go bT.svg Go A.svg Go -c.svg Go b.svg
Go l.svg Go c.svg Go w2.svg Go .svg Go r.svg
Go w.svg Go -.svg Go w.svg Go b.svg Go w.svg
Go dl.svg Go d.svg Go w.svg Go w.svg Go dr.svg
  • The first parameters are one or two letters codes (sometimes three), that specify which tile is used. Though a preceding space is OK, be sure not to leave a space after that code.
  • On the last line, the "24" parameter is the size of each tile (in pixels), it should preferably be even for correct centering of cells.
  • The last four parameters |u=u|d=d|l=l|r=r specify which borders should be drawn (up, down, left and right). For instance, to draw an upper right corner, the final code is simply |u=u|r=r (and remember to place the hoshi point accordingly).

NB: The last four parameters are not used in the 19×19 Goban template.

Static stones and Joseki series[edit]

Go b.png
b
Go bT.png
bT
Go b1.png
b1
... Go b9.png
b9
Go w.png
w
Go wT.png
wT
Go w1.png
w1
... Go w9.png
w9

These stone series are available as black (b) and white (w). They can be marked by a triangle (T) or a number from 1 to 9 (allowing short sequences).

Fuseki series[edit]

Go 00.png
00
Go 02.png
02
Go 04.png
04
... Go 96.png
96
Go 98.png
98
Go 01.png
01
Go 03.png
03
Go 05.png
05
... Go 97.png
97
Go 99.png
99

These 100 tiles are used for game transcription, where the numbering goes beyond 10. Even numbers are always white, and odd numbers are always black (since black gets to make the first move of the game). The numbering is limited to the 00-99 range for practical reasons, it is assumed that there will be a figure change at least every 100 play.

Note the difference between 02 (with a leading zero) and b2.

Board and board marks[edit]

The useful marks are:

  • Capital letters from A to I, create the corresponding marks;
  • An hyphen or a small x creates the hoshi point.
  • A Capital X creates an X-mark.
  • A lowercase c creates a small red circle.

The available tiles are:

Go A.png
A
Go B.png
B
Go C.png
C
Go D.png
D
Go E.png
E
Go F.png
F
Go G.png
G
Go H.png
H
Go I.png
I
Go X.png
X
Go ul.png
ul
Go u.png
u
Go u.png
u
Go ur.png
ur
Go l.png
l
Go .png Go -.png
-
Go r.png
r
Go dl.png
dl
Go d.png
d
Go d.png
d
Go dr.png
dr
Go ulc.png
ulc
Go uc.png
uc
Go uc.png
uc
Go urc.png
urc
Go lc.png
lc
Go c.png
c
Go -c.png
-c
Go rc.png
rc
Go dlc.png
dlc
Go dc.png
dc
Go dc.png
dc
Go drc.png
drc
Mark letters (and X) are capital. Empty board tiles Circled board positions
(just add a "c" to the end)

Note: the appropriate cell codes for the borders are generated automatically by default, so you can leave these parameters blank, and fill only the position of stones, or circled empty positions.