/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Class for a Tic Tac Toe cell
var Cell = Container.expand(function () {
var self = Container.call(this);
self.value = null; // 'X', 'O', or null
self.graphics = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5
});
self.setValue = function (val) {
self.value = val;
if (val === 'X') {
self.graphics.tint = 0xff0000; // Red for player
} else if (val === 'O') {
self.graphics.tint = 0x0000ff; // Blue for robot
}
};
self.isEmpty = function () {
return self.value === null;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var board = [];
var currentPlayer = 'X'; // Player starts first
var gameOver = false;
// Initialize the board
function initBoard() {
var startX = 2048 / 2 - 900; // Center the board horizontally
var startY = 2732 / 2 - 900; // Center the board vertically
var cellSize = 600;
for (var i = 0; i < 3; i++) {
board[i] = [];
for (var j = 0; j < 3; j++) {
var cell = new Cell();
cell.x = startX + j * cellSize;
cell.y = startY + i * cellSize;
game.addChild(cell);
board[i][j] = cell;
}
}
}
// Check for a win or draw
function checkGameState() {
// Check rows, columns, and diagonals
for (var i = 0; i < 3; i++) {
if (board[i][0].value && board[i][0].value === board[i][1].value && board[i][1].value === board[i][2].value) {
return board[i][0].value;
}
if (board[0][i].value && board[0][i].value === board[1][i].value && board[1][i].value === board[2][i].value) {
return board[0][i].value;
}
}
if (board[0][0].value && board[0][0].value === board[1][1].value && board[1][1].value === board[2][2].value) {
return board[0][0].value;
}
if (board[0][2].value && board[0][2].value === board[1][1].value && board[1][1].value === board[2][0].value) {
return board[0][2].value;
}
// Check for draw
var draw = true;
for (var i = 0; i < 3; i++) {
for (var j = 0; j < 3; j++) {
if (board[i][j].isEmpty()) {
draw = false;
break;
}
}
}
return draw ? 'Draw' : null;
}
// Handle player move
function playerMove(x, y) {
if (gameOver) {
return;
}
var cellX = Math.floor((x - (2048 / 2 - 900)) / 600);
var cellY = Math.floor((y - (2732 / 2 - 900)) / 600);
if (cellX >= 0 && cellX < 3 && cellY >= 0 && cellY < 3 && board[cellY][cellX].isEmpty()) {
board[cellY][cellX].setValue(currentPlayer);
var result = checkGameState();
if (result) {
gameOver = true;
if (result === 'Draw') {
console.log("It's a draw!");
} else {
console.log(result + " wins!");
}
} else {
currentPlayer = 'O';
robotMove();
}
}
}
// Simple AI for robot move
function robotMove() {
if (gameOver) {
return;
}
// Random move for simplicity
var emptyCells = [];
for (var i = 0; i < 3; i++) {
for (var j = 0; j < 3; j++) {
if (board[i][j].isEmpty()) {
emptyCells.push(board[i][j]);
}
}
}
if (emptyCells.length > 0) {
var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)];
randomCell.setValue(currentPlayer);
var result = checkGameState();
if (result) {
gameOver = true;
if (result === 'Draw') {
console.log("It's a draw!");
} else {
console.log(result + " wins!");
}
} else {
currentPlayer = 'X';
}
}
}
// Initialize the game
initBoard();
// Add event listeners
game.down = function (x, y, obj) {
playerMove(x, y);
}; ===================================================================
--- original.js
+++ change.js
@@ -1,138 +1,142 @@
-/****
+/****
* Classes
-****/
+****/
//<Assets used in the game will automatically appear here>
// Class for a Tic Tac Toe cell
var Cell = Container.expand(function () {
- var self = Container.call(this);
- self.value = null; // 'X', 'O', or null
- self.graphics = self.attachAsset('cell', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.setValue = function (val) {
- self.value = val;
- if (val === 'X') {
- self.graphics.tint = 0xff0000; // Red for player
- } else if (val === 'O') {
- self.graphics.tint = 0x0000ff; // Blue for robot
- }
- };
- self.isEmpty = function () {
- return self.value === null;
- };
+ var self = Container.call(this);
+ self.value = null; // 'X', 'O', or null
+ self.graphics = self.attachAsset('cell', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.setValue = function (val) {
+ self.value = val;
+ if (val === 'X') {
+ self.graphics.tint = 0xff0000; // Red for player
+ } else if (val === 'O') {
+ self.graphics.tint = 0x0000ff; // Blue for robot
+ }
+ };
+ self.isEmpty = function () {
+ return self.value === null;
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
var board = [];
var currentPlayer = 'X'; // Player starts first
var gameOver = false;
// Initialize the board
function initBoard() {
- var startX = 1024 - 150; // Center the board horizontally
- var startY = 1366 - 150; // Center the board vertically
- var cellSize = 100;
- for (var i = 0; i < 3; i++) {
- board[i] = [];
- for (var j = 0; j < 3; j++) {
- var cell = new Cell();
- cell.x = startX + j * cellSize;
- cell.y = startY + i * cellSize;
- game.addChild(cell);
- board[i][j] = cell;
- }
- }
+ var startX = 2048 / 2 - 900; // Center the board horizontally
+ var startY = 2732 / 2 - 900; // Center the board vertically
+ var cellSize = 600;
+ for (var i = 0; i < 3; i++) {
+ board[i] = [];
+ for (var j = 0; j < 3; j++) {
+ var cell = new Cell();
+ cell.x = startX + j * cellSize;
+ cell.y = startY + i * cellSize;
+ game.addChild(cell);
+ board[i][j] = cell;
+ }
+ }
}
// Check for a win or draw
function checkGameState() {
- // Check rows, columns, and diagonals
- for (var i = 0; i < 3; i++) {
- if (board[i][0].value && board[i][0].value === board[i][1].value && board[i][1].value === board[i][2].value) {
- return board[i][0].value;
- }
- if (board[0][i].value && board[0][i].value === board[1][i].value && board[1][i].value === board[2][i].value) {
- return board[0][i].value;
- }
- }
- if (board[0][0].value && board[0][0].value === board[1][1].value && board[1][1].value === board[2][2].value) {
- return board[0][0].value;
- }
- if (board[0][2].value && board[0][2].value === board[1][1].value && board[1][1].value === board[2][0].value) {
- return board[0][2].value;
- }
- // Check for draw
- var draw = true;
- for (var i = 0; i < 3; i++) {
- for (var j = 0; j < 3; j++) {
- if (board[i][j].isEmpty()) {
- draw = false;
- break;
- }
- }
- }
- return draw ? 'Draw' : null;
+ // Check rows, columns, and diagonals
+ for (var i = 0; i < 3; i++) {
+ if (board[i][0].value && board[i][0].value === board[i][1].value && board[i][1].value === board[i][2].value) {
+ return board[i][0].value;
+ }
+ if (board[0][i].value && board[0][i].value === board[1][i].value && board[1][i].value === board[2][i].value) {
+ return board[0][i].value;
+ }
+ }
+ if (board[0][0].value && board[0][0].value === board[1][1].value && board[1][1].value === board[2][2].value) {
+ return board[0][0].value;
+ }
+ if (board[0][2].value && board[0][2].value === board[1][1].value && board[1][1].value === board[2][0].value) {
+ return board[0][2].value;
+ }
+ // Check for draw
+ var draw = true;
+ for (var i = 0; i < 3; i++) {
+ for (var j = 0; j < 3; j++) {
+ if (board[i][j].isEmpty()) {
+ draw = false;
+ break;
+ }
+ }
+ }
+ return draw ? 'Draw' : null;
}
// Handle player move
function playerMove(x, y) {
- if (gameOver) return;
- var cellX = Math.floor((x - (1024 - 150)) / 100);
- var cellY = Math.floor((y - (1366 - 150)) / 100);
- if (cellX >= 0 && cellX < 3 && cellY >= 0 && cellY < 3 && board[cellY][cellX].isEmpty()) {
- board[cellY][cellX].setValue(currentPlayer);
- var result = checkGameState();
- if (result) {
- gameOver = true;
- if (result === 'Draw') {
- console.log("It's a draw!");
- } else {
- console.log(result + " wins!");
- }
- } else {
- currentPlayer = 'O';
- robotMove();
- }
- }
+ if (gameOver) {
+ return;
+ }
+ var cellX = Math.floor((x - (2048 / 2 - 900)) / 600);
+ var cellY = Math.floor((y - (2732 / 2 - 900)) / 600);
+ if (cellX >= 0 && cellX < 3 && cellY >= 0 && cellY < 3 && board[cellY][cellX].isEmpty()) {
+ board[cellY][cellX].setValue(currentPlayer);
+ var result = checkGameState();
+ if (result) {
+ gameOver = true;
+ if (result === 'Draw') {
+ console.log("It's a draw!");
+ } else {
+ console.log(result + " wins!");
+ }
+ } else {
+ currentPlayer = 'O';
+ robotMove();
+ }
+ }
}
// Simple AI for robot move
function robotMove() {
- if (gameOver) return;
- // Random move for simplicity
- var emptyCells = [];
- for (var i = 0; i < 3; i++) {
- for (var j = 0; j < 3; j++) {
- if (board[i][j].isEmpty()) {
- emptyCells.push(board[i][j]);
- }
- }
- }
- if (emptyCells.length > 0) {
- var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)];
- randomCell.setValue(currentPlayer);
- var result = checkGameState();
- if (result) {
- gameOver = true;
- if (result === 'Draw') {
- console.log("It's a draw!");
- } else {
- console.log(result + " wins!");
- }
- } else {
- currentPlayer = 'X';
- }
- }
+ if (gameOver) {
+ return;
+ }
+ // Random move for simplicity
+ var emptyCells = [];
+ for (var i = 0; i < 3; i++) {
+ for (var j = 0; j < 3; j++) {
+ if (board[i][j].isEmpty()) {
+ emptyCells.push(board[i][j]);
+ }
+ }
+ }
+ if (emptyCells.length > 0) {
+ var randomCell = emptyCells[Math.floor(Math.random() * emptyCells.length)];
+ randomCell.setValue(currentPlayer);
+ var result = checkGameState();
+ if (result) {
+ gameOver = true;
+ if (result === 'Draw') {
+ console.log("It's a draw!");
+ } else {
+ console.log(result + " wins!");
+ }
+ } else {
+ currentPlayer = 'X';
+ }
+ }
}
// Initialize the game
initBoard();
// Add event listeners
game.down = function (x, y, obj) {
- playerMove(x, y);
+ playerMove(x, y);
};
\ No newline at end of file
the letter x. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
the letter o. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
button with the word restart on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
confetti popper. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
sad face. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
handshake. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.