User prompt
Logoyu 60 pixel yukarı taşı
User prompt
vayabi560.com textini 600 pixel aşağı taşı
User prompt
Sol üst köşeye logo ekle ve asetlerde değiştirelim
User prompt
Sol üst köşeye logo ekle
User prompt
Oyunun ortasına vayabi560.com yaz
User prompt
Sıra Mavinin yaniyor, Sıra Zeus olarak güncelle
User prompt
Kırmızı Yerine HADES Mavi Yerine ZEUS olarak güncelle
Remix started
Copy Tic Tac Toe
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Cell = Container.expand(function (row, col) { var self = Container.call(this); self.row = row; self.col = col; self.value = 0; // 0 = empty, 1 = X (blue), 2 = O (red) var cellBg = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.01 // Make almost invisible but still interactive }); // Make the entire cell area interactive self.interactive = true; self.hitArea = new Rectangle(-290, -290, 580, 580); self.marker = null; // Add hover effect to show clickable area self.move = function (x, y, obj) { if (!gameReady || gameOver || self.value !== 0 || gameMode === 'menu') return; if (isAIMode && currentPlayer !== 1) return; cellBg.alpha = 0.2; // Show cell is hoverable }; // Reset hover effect when mouse leaves self.up = function (x, y, obj) { if (self.value === 0) { cellBg.alpha = 0.01; // Reset to almost invisible } }; self.placeMarker = function (type, callback) { if (self.value !== 0) return false; // Prevent placing marker if already has one or is animating if (self.marker || self.value !== 0) return false; // In AI mode, extra validation if (isAIMode && type === 1 && aiProcessing) return false; if (isAIMode && type === 2 && !aiProcessing) return false; self.value = type; // Get asset names based on current appearance style var xAssetName, oAssetName; if (currentAppearanceStyle === 0) { xAssetName = 'xMarker'; oAssetName = 'oMarker'; } else if (currentAppearanceStyle === 1) { xAssetName = 'xMarkerStyle1'; oAssetName = 'oMarkerStyle1'; } else if (currentAppearanceStyle === 2) { xAssetName = 'xMarkerStyle2'; oAssetName = 'oMarkerStyle2'; } else if (currentAppearanceStyle === 3) { xAssetName = 'xMarkerStyle3'; oAssetName = 'oMarkerStyle3'; } else if (currentAppearanceStyle === 4) { xAssetName = 'xMarkerStyle4'; oAssetName = 'oMarkerStyle4'; } else if (currentAppearanceStyle === 5) { xAssetName = 'xMarkerStyle5'; oAssetName = 'oMarkerStyle5'; } else if (currentAppearanceStyle === 6) { xAssetName = 'xMarkerStyle6'; oAssetName = 'oMarkerStyle6'; } if (type === 1) { // Blue X if (currentAppearanceStyle === 1) { // Style 1: Blue square for X self.marker = self.attachAsset('xMarkerStyle1', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 0.9, scaleY: 0.9 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else if (currentAppearanceStyle === 2) { // Style 2: Purple square for X self.marker = self.attachAsset('xMarkerStyle2', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 0.95, scaleY: 0.95 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else if (currentAppearanceStyle === 3) { // Style 3: Pink square for X self.marker = self.attachAsset('xMarkerStyle3', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else if (currentAppearanceStyle === 4) { // Style 4: Ronaldo for X self.marker = self.attachAsset('xMarkerStyle4', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else if (currentAppearanceStyle === 5) { // Style 5: Spiderman for X self.marker = self.attachAsset('xMarkerStyle5', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else if (currentAppearanceStyle === 6) { // Style 6: Steve for X self.marker = self.attachAsset('xMarkerStyle6', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else { // Standard X marker (style 0) self.marker = self.attachAsset(xAssetName, { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } } else { // Red O if (currentAppearanceStyle === 1) { // Style 1: Red square for O self.marker = self.attachAsset('oMarkerStyle1', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 0.9, scaleY: 0.9 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else if (currentAppearanceStyle === 2) { // Style 2: Orange square for O self.marker = self.attachAsset('oMarkerStyle2', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 0.95, scaleY: 0.95 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else if (currentAppearanceStyle === 3) { // Style 3: Green square for O self.marker = self.attachAsset('oMarkerStyle3', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else if (currentAppearanceStyle === 4) { // Style 4: Messi for O self.marker = self.attachAsset('oMarkerStyle4', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else if (currentAppearanceStyle === 5) { // Style 5: Venom for O self.marker = self.attachAsset('oMarkerStyle5', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else if (currentAppearanceStyle === 6) { // Style 6: Alex for O self.marker = self.attachAsset('oMarkerStyle6', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } else { // Style 0: use original assets self.marker = self.attachAsset(oAssetName, { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0.1, scaleY: 0.1 }); tween(self.marker, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOut, onFinish: callback }); } } LK.getSound('place').play(); return true; }; self.down = function (x, y, obj) { // Basic validation checks if (!gameReady || gameOver || gameMode === 'menu') return; if (self.value !== 0) return; // Cell already occupied // Prevent placing markers when game board is not visible if (gameBoard.alpha === 0) return; // In AI mode, prevent ALL player input during AI processing or when it's not player's turn if (isAIMode && (currentPlayer !== 1 || aiProcessing)) return; // Additional safety check to prevent race conditions if (isAIMode && currentPlayer === 2) return; // Extra validation: ensure no other animations are running if (isAIMode && aiProcessing) { console.log("Player input blocked - AI is processing"); return; } // Check if any cell is currently animating to prevent interference for (var r = 0; r < 3; r++) { for (var c = 0; c < 3; c++) { var checkCell = grid[r][c]; if (checkCell && checkCell.marker && checkCell.marker.alpha < 0.9 && checkCell.marker.alpha > 0) { return; // Animation in progress, prevent input } } } // Place the marker with animation and wait for completion if (self.placeMarker(currentPlayer, function () { // This callback runs after the marker animation completes checkWin(); if (!gameOver) { if (isAIMode && currentPlayer === 1) { // AI mode - player played, now AI plays currentPlayer = 2; updateTurnDisplay(); // Only start AI processing if not already processing if (!aiProcessing) { aiProcessing = true; LK.setTimeout(function () { if (!gameOver && currentPlayer === 2 && isAIMode) { aiProcessing = false; makeAIMove(); } else { aiProcessing = false; } }, 100); // Small delay to ensure UI updates } } else if (isAIMode && currentPlayer === 2) { // This shouldn't happen in AI mode since AI doesn't click currentPlayer = 1; updateTurnDisplay(); } else { // Two player mode - switch players normally currentPlayer = currentPlayer === 1 ? 2 : 1; updateTurnDisplay(); } } })) { // Marker placement started successfully - disable further input until animation completes } }; return self; }); var WinLine = Container.expand(function () { var self = Container.call(this); self.line = self.attachAsset('winLine', { anchorX: 0.5, anchorY: 0.5, alpha: 0, scaleX: 0 }); self.showWinLine = function (startX, startY, endX, endY, color) { var deltaX = endX - startX; var deltaY = endY - startY; var angle = Math.atan2(deltaY, deltaX); var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); self.x = startX + deltaX / 2; self.y = startY + deltaY / 2; self.line.rotation = angle; self.line.tint = color; self.line.width = distance; tween(self.line, { alpha: 1, scaleX: 1 }, { duration: 500, easing: tween.easeOut }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a }); /**** * Game Code ****/ // Alternative appearance styles var grid = []; var currentPlayer = 1; // 1 = Blue X, 2 = Red O var gameOver = false; var winLine = null; var gameMode = 'menu'; // 'menu', 'ai', 'twoPlayer', 'difficulty' var isAIMode = false; var aiDifficulty = 'normal'; // 'easy', 'normal', 'hard' var aiProcessing = false; // Flag to prevent AI from interfering with player moves var currentLanguage = storage.language || 'tr'; // 'tr' for Turkish, 'en' for English // Initialize appearance style from storage - default to normal X and O style var currentAppearanceStyle = storage.appearanceStyle !== undefined ? storage.appearanceStyle : 0; // 0-3 for different X/O styles, start with 0 (normal X and O) // Initialize statistics from storage with defaults var gameStats = { blueWins: storage.blueWins || 0, redWins: storage.redWins || 0, draws: storage.draws || 0 }; var selectedDifficulty = ''; // Store selected difficulty for confirmation var isResetConfirmation = false; // Track if we're in reset confirmation mode var languageTexts = { tr: { blueTurn: 'Sıra: Mavinin', redTurn: 'Sıra: Kırmızının', blueWin: 'MAVİ TAKIM KAZANDI!', redWin: 'KIRMIZI TAKIM KAZANDI!', draw: 'BERABERE!', playAgain: 'Tekrar Oyna', language: 'Türkçe', vsAI: 'Yapay Zeka ile Oyna', twoPlayer: 'İki Kişilik Oyna', selectMode: 'Oyun Modunu Seçin', back: '← Geri', exit: 'Çıkış', selectDifficulty: 'Zorluk Seçin', easy: 'Kolay', normal: 'Normal', hard: 'Zor', confirmEasy: 'Kolay modu seçmek istiyor musunuz?', confirmNormal: 'Normal modu seçmek istiyor musunuz?', confirmHard: 'Zor modu seçmek istiyor musunuz?', yes: 'Evet', no: 'Hayır', blueWins: 'Mavi Galibiyetler: ', redWins: 'Kırmızı Galibiyetler: ', draws: 'Beraberlikler: ', resetStats: 'İstatistikleri Sıfırla', confirmReset: 'İstatistikleri sıfırlamaktan emin misiniz?', settings: 'Ayarlar', changeAppearance: 'Görünümü Değiştir', selectPackage: 'Paket Seçin', package1: 'Klasik X-O', package2: 'Tom ve Jerry', package3: 'Batman vs Joker', package4: 'Ronaldo vs. Messi', package5: 'Spiderman vs Venom', package6: 'Steve vs Alex', package7: 'Belirsiz', selected: 'Seçili: ' }, en: { blueTurn: 'Turn: Blue', redTurn: 'Turn: Red', blueWin: 'BLUE TEAM WON!', redWin: 'RED TEAM WON!', draw: 'DRAW!', playAgain: 'Play Again', language: 'English', vsAI: 'Play vs AI', twoPlayer: 'Two Player', selectMode: 'Select Game Mode', back: '← Back', exit: 'Exit', selectDifficulty: 'Select Difficulty', easy: 'Easy', normal: 'Normal', hard: 'Hard', confirmEasy: 'Do you want to select Easy mode?', confirmNormal: 'Do you want to select Normal mode?', confirmHard: 'Do you want to select Hard mode?', yes: 'Yes', no: 'No', blueWins: 'Blue Wins: ', redWins: 'Red Wins: ', draws: 'Draws: ', resetStats: 'Reset Statistics', confirmReset: 'Are you sure you want to reset statistics?', settings: 'Settings', changeAppearance: 'Change Appearance', selectPackage: 'Select Package', package1: 'Classic X-O', package2: 'Tom ve Jerry', package3: 'Batman vs Joker', package4: 'Ronaldo vs. Messi', package5: 'Spiderman vs Venom', package6: 'Steve vs Alex', package7: 'Belirsiz', selected: 'Selected: ' } }; // Game setup var gameBoard = game.addChild(new Container()); gameBoard.x = 2048 / 2; gameBoard.y = 2732 / 2; gameBoard.scaleX = 1.2; gameBoard.scaleY = 1.2; gameBoard.alpha = 0; // Hidden initially // Create background var background = gameBoard.attachAsset('gridBackground', { anchorX: 0.5, anchorY: 0.5 }); // Create grid lines var verticalLine1 = gameBoard.attachAsset('gridLine', { anchorX: 0.5, anchorY: 0.5, x: -300, height: 1800 }); var verticalLine2 = gameBoard.attachAsset('gridLine', { anchorX: 0.5, anchorY: 0.5, x: 300, height: 1800 }); var horizontalLine1 = gameBoard.attachAsset('gridLine', { anchorX: 0.5, anchorY: 0.5, y: -300, width: 1800, height: 8 }); var horizontalLine2 = gameBoard.attachAsset('gridLine', { anchorX: 0.5, anchorY: 0.5, y: 300, width: 1800, height: 8 }); // Create cells for (var row = 0; row < 3; row++) { grid[row] = []; for (var col = 0; col < 3; col++) { var cell = gameBoard.addChild(new Cell(row, col)); cell.x = (col - 1) * 600; cell.y = (row - 1) * 600; grid[row][col] = cell; } } // UI Elements var blueTurnText = new Text2(languageTexts[currentLanguage].blueTurn, { size: 100, fill: 0x00AAFF }); blueTurnText.anchor.set(0.5, 0); LK.gui.top.addChild(blueTurnText); blueTurnText.y = 220; var redTurnText = new Text2(languageTexts[currentLanguage].redTurn, { size: 100, fill: 0xff0000 }); redTurnText.anchor.set(0.5, 0); LK.gui.top.addChild(redTurnText); redTurnText.y = 220; var languageBtn = new Text2(languageTexts[currentLanguage === 'tr' ? 'en' : 'tr'].language, { size: 60, fill: 0xFFFFFF }); languageBtn.anchor.set(0.5, 0); LK.gui.top.addChild(languageBtn); languageBtn.y = 120; var statusText = new Text2('', { size: 100, fill: 0xFFFFFF }); statusText.anchor.set(0.5, 0.5); LK.gui.center.addChild(statusText); statusText.y = 400; // Create background for play again button var playAgainBg = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 500, height: 120, tint: 0x4CAF50, alpha: 0 }); LK.gui.center.addChild(playAgainBg); playAgainBg.y = 550; var playAgainBtn = new Text2(languageTexts[currentLanguage].playAgain, { size: 90, fill: 0xFFFFFF }); playAgainBtn.anchor.set(0.5, 0.5); playAgainBtn.interactive = false; playAgainBtn.hitArea = new Rectangle(-250, -60, 500, 120); LK.gui.center.addChild(playAgainBtn); playAgainBtn.y = 550; playAgainBtn.alpha = 0; // Settings button var settingsBtn = new Text2(languageTexts[currentLanguage].settings, { size: 80, fill: 0xFFAA00 }); settingsBtn.anchor.set(0.5, 0.5); settingsBtn.interactive = false; settingsBtn.hitArea = new Rectangle(-100, -40, 200, 80); LK.gui.center.addChild(settingsBtn); settingsBtn.y = -300; // Menu UI elements var menuTitle = new Text2(languageTexts[currentLanguage].selectMode, { size: 120, fill: 0xFFFFFF }); menuTitle.anchor.set(0.5, 0.5); LK.gui.center.addChild(menuTitle); menuTitle.y = -200; // AI Difficulty selection elements var difficultyTitle = new Text2(languageTexts[currentLanguage].selectDifficulty, { size: 100, fill: 0xFFFFFF }); difficultyTitle.anchor.set(0.5, 0.5); LK.gui.center.addChild(difficultyTitle); difficultyTitle.y = -200; difficultyTitle.alpha = 0; // Create background blocks for difficulty buttons var easyBlock = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120, tint: 0x44FF44, alpha: 0.3 }); LK.gui.center.addChild(easyBlock); easyBlock.y = -100; easyBlock.alpha = 0; var normalBlock = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120, tint: 0xFFAA00, alpha: 0.3 }); LK.gui.center.addChild(normalBlock); normalBlock.y = 50; normalBlock.alpha = 0; var hardBlock = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120, tint: 0xFF4444, alpha: 0.3 }); LK.gui.center.addChild(hardBlock); hardBlock.y = 200; hardBlock.alpha = 0; var easyBtn = new Text2(languageTexts[currentLanguage].easy, { size: 90, fill: 0x44FF44 }); easyBtn.anchor.set(0.5, 0.5); easyBtn.interactive = false; easyBtn.hitArea = new Rectangle(-150, -45, 300, 90); LK.gui.center.addChild(easyBtn); easyBtn.y = -100; easyBtn.alpha = 0; var normalBtn = new Text2(languageTexts[currentLanguage].normal, { size: 90, fill: 0xFFAA00 }); normalBtn.anchor.set(0.5, 0.5); normalBtn.interactive = false; normalBtn.hitArea = new Rectangle(-150, -45, 300, 90); LK.gui.center.addChild(normalBtn); normalBtn.y = 50; normalBtn.alpha = 0; var hardBtn = new Text2(languageTexts[currentLanguage].hard, { size: 90, fill: 0xFF4444 }); hardBtn.anchor.set(0.5, 0.5); hardBtn.interactive = false; hardBtn.hitArea = new Rectangle(-150, -45, 300, 90); LK.gui.center.addChild(hardBtn); hardBtn.y = 200; hardBtn.alpha = 0; // Confirmation dialog elements var confirmationBg = LK.getAsset('gridBackground', { anchorX: 0.5, anchorY: 0.5, width: 1200, height: 600, tint: 0x000000, alpha: 0.8 }); LK.gui.center.addChild(confirmationBg); confirmationBg.alpha = 0; var confirmationText = new Text2('', { size: 80, fill: 0xFFFFFF }); confirmationText.anchor.set(0.5, 0.5); LK.gui.center.addChild(confirmationText); confirmationText.y = -50; confirmationText.alpha = 0; var yesBtn = new Text2(languageTexts[currentLanguage].yes, { size: 80, fill: 0x44FF44 }); yesBtn.anchor.set(0.5, 0.5); yesBtn.interactive = true; LK.gui.center.addChild(yesBtn); yesBtn.x = -150; yesBtn.y = 100; yesBtn.alpha = 0; var noBtn = new Text2(languageTexts[currentLanguage].no, { size: 80, fill: 0xFF4444 }); noBtn.anchor.set(0.5, 0.5); noBtn.interactive = true; LK.gui.center.addChild(noBtn); noBtn.x = 150; noBtn.y = 100; noBtn.alpha = 0; // Add hit areas to confirmation dialog buttons yesBtn.hitArea = new Rectangle(-100, -40, 200, 80); noBtn.hitArea = new Rectangle(-100, -40, 200, 80); // Confirmation dialog button handlers yesBtn.down = function (x, y, obj) { if (isResetConfirmation) { // Reset all statistics to zero gameStats.blueWins = 0; gameStats.redWins = 0; gameStats.draws = 0; // Update storage storage.blueWins = 0; storage.redWins = 0; storage.draws = 0; // Update display blueStatsText.setText(languageTexts[currentLanguage].blueWins + gameStats.blueWins); redStatsText.setText(languageTexts[currentLanguage].redWins + gameStats.redWins); drawStatsText.setText(languageTexts[currentLanguage].draws + gameStats.draws); hideConfirmationDialog(); } else if (selectedDifficulty) { aiDifficulty = selectedDifficulty; hideConfirmationDialog(); startGame('ai'); } }; noBtn.down = function (x, y, obj) { hideConfirmationDialog(); }; // Add glowing animation to blocks function animateDifficultyBlocks() { tween(easyBlock, { alpha: 0.6 }, { duration: 1000, easing: tween.easeInOut, repeat: -1, yoyo: true }); tween(normalBlock, { alpha: 0.6 }, { duration: 1000, easing: tween.easeInOut, repeat: -1, yoyo: true, delay: 333 }); tween(hardBlock, { alpha: 0.6 }, { duration: 1000, easing: tween.easeInOut, repeat: -1, yoyo: true, delay: 666 }); } function showConfirmationDialog(difficulty) { selectedDifficulty = difficulty; gameMode = 'confirmation'; isResetConfirmation = false; var confirmText = ''; if (difficulty === 'easy') { confirmText = languageTexts[currentLanguage].confirmEasy; } else if (difficulty === 'normal') { confirmText = languageTexts[currentLanguage].confirmNormal; } else if (difficulty === 'hard') { confirmText = languageTexts[currentLanguage].confirmHard; } confirmationText.setText(confirmText); // Enable confirmation button interactions yesBtn.interactive = true; noBtn.interactive = true; // Show confirmation elements tween(confirmationBg, { alpha: 0.8 }, { duration: 200 }); tween(confirmationText, { alpha: 1 }, { duration: 200 }); tween(yesBtn, { alpha: 1 }, { duration: 200 }); tween(noBtn, { alpha: 1 }, { duration: 200 }); } function showResetConfirmationDialog() { isResetConfirmation = true; gameMode = 'confirmation'; selectedDifficulty = ''; confirmationText.setText(languageTexts[currentLanguage].confirmReset); // Enable confirmation button interactions yesBtn.interactive = true; noBtn.interactive = true; // Show confirmation elements tween(confirmationBg, { alpha: 0.8 }, { duration: 200 }); tween(confirmationText, { alpha: 1 }, { duration: 200 }); tween(yesBtn, { alpha: 1 }, { duration: 200 }); tween(noBtn, { alpha: 1 }, { duration: 200 }); } function hideConfirmationDialog() { if (isResetConfirmation) { // Return to appropriate game mode when hiding reset confirmation if (gameBoard.alpha > 0) { gameMode = isAIMode ? 'ai' : 'twoPlayer'; } else { gameMode = 'menu'; } } else { gameMode = 'difficulty'; } selectedDifficulty = ''; isResetConfirmation = false; // Disable confirmation button interactions yesBtn.interactive = false; noBtn.interactive = false; // Hide confirmation elements tween(confirmationBg, { alpha: 0 }, { duration: 200 }); tween(confirmationText, { alpha: 0 }, { duration: 200 }); tween(yesBtn, { alpha: 0 }, { duration: 200 }); tween(noBtn, { alpha: 0 }, { duration: 200 }); } var vsAIBtn = new Text2(languageTexts[currentLanguage].vsAI, { size: 100, fill: 0x00AAFF }); vsAIBtn.anchor.set(0.5, 0.5); vsAIBtn.interactive = false; vsAIBtn.hitArea = new Rectangle(-200, -50, 400, 100); LK.gui.center.addChild(vsAIBtn); vsAIBtn.y = 0; var twoPlayerBtn = new Text2(languageTexts[currentLanguage].twoPlayer, { size: 100, fill: 0xFF4444 }); twoPlayerBtn.anchor.set(0.5, 0.5); twoPlayerBtn.interactive = false; twoPlayerBtn.hitArea = new Rectangle(-200, -50, 400, 100); LK.gui.center.addChild(twoPlayerBtn); twoPlayerBtn.y = 150; var backBtn = new Text2(languageTexts[currentLanguage].back, { size: 70, fill: 0xFFFFFF }); backBtn.anchor.set(0.5, 0.5); backBtn.interactive = false; backBtn.hitArea = new Rectangle(-150, -40, 300, 80); LK.gui.top.addChild(backBtn); backBtn.x = 200; backBtn.y = 220; backBtn.alpha = 0; var exitBtn = new Text2(languageTexts[currentLanguage].exit, { size: 60, fill: 0xFF0000 }); exitBtn.anchor.set(0.5, 0); exitBtn.interactive = false; exitBtn.hitArea = new Rectangle(-80, -30, 160, 60); LK.gui.top.addChild(exitBtn); exitBtn.y = 120; exitBtn.x = 400; exitBtn.alpha = 0; // Statistics display elements var statsContainer = new Container(); LK.gui.bottom.addChild(statsContainer); statsContainer.y = -180; statsContainer.alpha = 0; var blueStatsText = new Text2(languageTexts[currentLanguage].blueWins + gameStats.blueWins, { size: 45, fill: 0x00AAFF }); blueStatsText.anchor.set(0.5, 0); statsContainer.addChild(blueStatsText); blueStatsText.y = 0; blueStatsText.x = -600; var redStatsText = new Text2(languageTexts[currentLanguage].redWins + gameStats.redWins, { size: 45, fill: 0xFF4444 }); redStatsText.anchor.set(0.5, 0); statsContainer.addChild(redStatsText); redStatsText.y = 0; redStatsText.x = 0; var drawStatsText = new Text2(languageTexts[currentLanguage].draws + gameStats.draws, { size: 45, fill: 0xFFFFFF }); drawStatsText.anchor.set(0.5, 0); statsContainer.addChild(drawStatsText); drawStatsText.y = 0; drawStatsText.x = 600; var resetStatsBtn = new Text2(languageTexts[currentLanguage].resetStats, { size: 40, fill: 0xFF4444 }); resetStatsBtn.anchor.set(0.5, 0); resetStatsBtn.interactive = true; resetStatsBtn.hitArea = new Rectangle(-70, -20, 140, 40); statsContainer.addChild(resetStatsBtn); resetStatsBtn.y = 70; resetStatsBtn.x = 0; // Change Appearance button var changeAppearanceBtn = new Text2(languageTexts[currentLanguage].changeAppearance, { size: 60, fill: 0x00AAFF }); changeAppearanceBtn.anchor.set(0.5, 0.5); changeAppearanceBtn.interactive = true; changeAppearanceBtn.hitArea = new Rectangle(-120, -30, 240, 60); LK.gui.center.addChild(changeAppearanceBtn); changeAppearanceBtn.y = -100; changeAppearanceBtn.alpha = 0; // Current appearance style display var currentStyleText = new Text2('', { size: 50, fill: 0xFFFFFF }); currentStyleText.anchor.set(0.5, 0.5); LK.gui.center.addChild(currentStyleText); currentStyleText.y = -20; currentStyleText.alpha = 0; // Package selection UI elements var packageTitle = new Text2(languageTexts[currentLanguage].selectPackage, { size: 100, fill: 0xFFFFFF }); packageTitle.anchor.set(0.5, 0.5); LK.gui.center.addChild(packageTitle); packageTitle.y = -250; packageTitle.alpha = 0; // Package selection buttons var package1Btn = new Text2(languageTexts[currentLanguage].package1, { size: 80, fill: 0x00AAFF }); package1Btn.anchor.set(0.5, 0.5); package1Btn.interactive = false; package1Btn.hitArea = new Rectangle(-120, -40, 240, 80); LK.gui.center.addChild(package1Btn); package1Btn.y = -120; package1Btn.alpha = 0; var package2Btn = new Text2(languageTexts[currentLanguage].package2, { size: 80, fill: 0xFF8800 }); package2Btn.anchor.set(0.5, 0.5); package2Btn.interactive = false; package2Btn.hitArea = new Rectangle(-120, -40, 240, 80); LK.gui.center.addChild(package2Btn); package2Btn.y = -20; package2Btn.alpha = 0; var package3Btn = new Text2(languageTexts[currentLanguage].package3, { size: 80, fill: 0x44FF44 }); package3Btn.anchor.set(0.5, 0.5); package3Btn.interactive = false; package3Btn.hitArea = new Rectangle(-120, -40, 240, 80); LK.gui.center.addChild(package3Btn); package3Btn.y = 80; package3Btn.alpha = 0; var package4Btn = new Text2(languageTexts[currentLanguage].package4, { size: 80, fill: 0xFF4444 }); package4Btn.anchor.set(0.5, 0.5); package4Btn.interactive = false; package4Btn.hitArea = new Rectangle(-120, -40, 240, 80); LK.gui.center.addChild(package4Btn); package4Btn.y = 180; package4Btn.alpha = 0; var package5Btn = new Text2(languageTexts[currentLanguage].package5, { size: 80, fill: 0x00FFFF }); package5Btn.anchor.set(0.5, 0.5); package5Btn.interactive = false; package5Btn.hitArea = new Rectangle(-120, -40, 240, 80); LK.gui.center.addChild(package5Btn); package5Btn.y = 280; package5Btn.alpha = 0; var package6Btn = new Text2(languageTexts[currentLanguage].package6, { size: 80, fill: 0xFF00FF }); package6Btn.anchor.set(0.5, 0.5); package6Btn.interactive = false; package6Btn.hitArea = new Rectangle(-120, -40, 240, 80); LK.gui.center.addChild(package6Btn); package6Btn.y = 380; package6Btn.alpha = 0; var package7Btn = new Text2(languageTexts[currentLanguage].package7, { size: 80, fill: 0x00FF00 }); package7Btn.anchor.set(0.5, 0.5); package7Btn.interactive = false; package7Btn.hitArea = new Rectangle(-120, -40, 240, 80); LK.gui.center.addChild(package7Btn); package7Btn.y = 480; package7Btn.alpha = 0; // Package selection backgrounds var package1Bg = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, tint: 0x00AAFF, alpha: 0.2 }); LK.gui.center.addChild(package1Bg); package1Bg.y = -120; package1Bg.alpha = 0; var package2Bg = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, tint: 0xFF8800, alpha: 0.2 }); LK.gui.center.addChild(package2Bg); package2Bg.y = -20; package2Bg.alpha = 0; var package3Bg = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, tint: 0x44FF44, alpha: 0.2 }); LK.gui.center.addChild(package3Bg); package3Bg.y = 80; package3Bg.alpha = 0; var package4Bg = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, tint: 0xFF4444, alpha: 0.2 }); LK.gui.center.addChild(package4Bg); package4Bg.y = 180; package4Bg.alpha = 0; var package5Bg = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, tint: 0x00FFFF, alpha: 0.2 }); LK.gui.center.addChild(package5Bg); package5Bg.y = 280; package5Bg.alpha = 0; var package6Bg = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, tint: 0xFF00FF, alpha: 0.2 }); LK.gui.center.addChild(package6Bg); package6Bg.y = 380; package6Bg.alpha = 0; var package7Bg = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, tint: 0x00FF00, alpha: 0.2 }); LK.gui.center.addChild(package7Bg); package7Bg.y = 480; package7Bg.alpha = 0; // Language toggle functionality languageBtn.interactive = true; // Always interactive languageBtn.hitArea = new Rectangle(-100, -40, 200, 80); languageBtn.down = function (x, y, obj) { // Always allow language switching regardless of game state currentLanguage = currentLanguage === 'tr' ? 'en' : 'tr'; storage.language = currentLanguage; updateLanguageTexts(); }; // Menu button handlers vsAIBtn.down = function (x, y, obj) { if (gameMode === 'menu') { showDifficultySelection(); } }; twoPlayerBtn.down = function (x, y, obj) { if (gameMode === 'menu') { startGame('twoPlayer'); } }; // Difficulty button handlers easyBtn.down = function (x, y, obj) { if (gameMode === 'difficulty') { showConfirmationDialog('easy'); } }; normalBtn.down = function (x, y, obj) { if (gameMode === 'difficulty') { showConfirmationDialog('normal'); } }; hardBtn.down = function (x, y, obj) { if (gameMode === 'difficulty') { showConfirmationDialog('hard'); } }; backBtn.down = function (x, y, obj) { if (gameMode === 'confirmation') { hideConfirmationDialog(); } else if (gameMode === 'difficulty') { showMenu(); } else if (gameMode === 'settings') { showMenu(); } else if (gameMode === 'packages') { showSettingsMenu(); } else if (gameMode !== 'menu') { resetGame(); showMenu(); } }; exitBtn.down = function (x, y, obj) { if (gameMode !== 'menu') { resetGame(); showMenu(); } }; resetStatsBtn.down = function (x, y, obj) { if (statsContainer.alpha > 0) { // Show reset confirmation dialog showResetConfirmationDialog(); } }; changeAppearanceBtn.down = function (x, y, obj) { if (gameMode === 'settings') { showPackageSelection(); } }; // Package selection button handlers package1Btn.down = function (x, y, obj) { if (gameMode === 'packages') { selectPackage(0); } }; package2Btn.down = function (x, y, obj) { if (gameMode === 'packages') { selectPackage(1); } }; package3Btn.down = function (x, y, obj) { if (gameMode === 'packages') { selectPackage(2); } }; package4Btn.down = function (x, y, obj) { if (gameMode === 'packages') { selectPackage(3); } }; package5Btn.down = function (x, y, obj) { if (gameMode === 'packages') { selectPackage(4); } }; package6Btn.down = function (x, y, obj) { if (gameMode === 'packages') { selectPackage(5); } }; package7Btn.down = function (x, y, obj) { if (gameMode === 'packages') { selectPackage(6); } }; settingsBtn.down = function (x, y, obj) { if (gameMode === 'menu') { showSettingsMenu(); } }; function showPackageSelection() { gameMode = 'packages'; // Hide settings menu changeAppearanceBtn.alpha = 0; changeAppearanceBtn.interactive = false; // Hide current style text currentStyleText.alpha = 0; // Show package selection elements packageTitle.alpha = 1; package1Btn.alpha = 1; package2Btn.alpha = 1; package3Btn.alpha = 1; package4Btn.alpha = 1; package5Btn.alpha = 1; package6Btn.alpha = 1; package7Btn.alpha = 1; package1Bg.alpha = 0.2; package2Bg.alpha = 0.2; package3Bg.alpha = 0.2; package4Bg.alpha = 0.2; package5Bg.alpha = 0.2; package6Bg.alpha = 0.2; package7Bg.alpha = 0.2; // Enable package button interactions package1Btn.interactive = true; package2Btn.interactive = true; package3Btn.interactive = true; package4Btn.interactive = true; package5Btn.interactive = true; package6Btn.interactive = true; package7Btn.interactive = true; // Highlight current package highlightCurrentPackage(); } function selectPackage(packageIndex) { currentAppearanceStyle = packageIndex; storage.appearanceStyle = currentAppearanceStyle; // If there's an active game, reset it to apply new styles if (gameBoard.alpha > 0) { resetGame(); } // Update package highlight highlightCurrentPackage(); // Go back to settings menu after selection showSettingsMenu(); } function highlightCurrentPackage() { // Reset all backgrounds package1Bg.alpha = 0.2; package2Bg.alpha = 0.2; package3Bg.alpha = 0.2; package4Bg.alpha = 0.2; package5Bg.alpha = 0.2; package6Bg.alpha = 0.2; package7Bg.alpha = 0.2; // Highlight current selection if (currentAppearanceStyle === 0) { package1Bg.alpha = 0.6; } else if (currentAppearanceStyle === 1) { package2Bg.alpha = 0.6; } else if (currentAppearanceStyle === 2) { package3Bg.alpha = 0.6; } else if (currentAppearanceStyle === 3) { package4Bg.alpha = 0.6; } else if (currentAppearanceStyle === 4) { package5Bg.alpha = 0.6; } else if (currentAppearanceStyle === 5) { package6Bg.alpha = 0.6; } else if (currentAppearanceStyle === 6) { package7Bg.alpha = 0.6; } } function updateLanguageTexts() { blueTurnText.setText(languageTexts[currentLanguage].blueTurn); redTurnText.setText(languageTexts[currentLanguage].redTurn); playAgainBtn.setText(languageTexts[currentLanguage].playAgain); languageBtn.setText(languageTexts[currentLanguage === 'tr' ? 'en' : 'tr'].language); menuTitle.setText(languageTexts[currentLanguage].selectMode); vsAIBtn.setText(languageTexts[currentLanguage].vsAI); twoPlayerBtn.setText(languageTexts[currentLanguage].twoPlayer); backBtn.setText(languageTexts[currentLanguage].back); exitBtn.setText(languageTexts[currentLanguage].exit); difficultyTitle.setText(languageTexts[currentLanguage].selectDifficulty); easyBtn.setText(languageTexts[currentLanguage].easy); normalBtn.setText(languageTexts[currentLanguage].normal); hardBtn.setText(languageTexts[currentLanguage].hard); yesBtn.setText(languageTexts[currentLanguage].yes); noBtn.setText(languageTexts[currentLanguage].no); settingsBtn.setText(languageTexts[currentLanguage].settings); changeAppearanceBtn.setText(languageTexts[currentLanguage].changeAppearance); packageTitle.setText(languageTexts[currentLanguage].selectPackage); package1Btn.setText(languageTexts[currentLanguage].package1); package2Btn.setText(languageTexts[currentLanguage].package2); package3Btn.setText(languageTexts[currentLanguage].package3); package4Btn.setText(languageTexts[currentLanguage].package4); package5Btn.setText(languageTexts[currentLanguage].package5); package6Btn.setText(languageTexts[currentLanguage].package6); package7Btn.setText(languageTexts[currentLanguage].package7); // Update winner/draw text if game is over if (gameOver && statusText.alpha > 0) { var currentText = statusText.text; // Check for all possible winner texts based on styles var isBlueWin = false; var isRedWin = false; var isDraw = false; var isXWin = false; var isOWin = false; // Check classic wins if (currentText === languageTexts.tr.blueWin || currentText === languageTexts.en.blueWin) isBlueWin = true; if (currentText === languageTexts.tr.redWin || currentText === languageTexts.en.redWin) isRedWin = true; if (currentText === languageTexts.tr.draw || currentText === languageTexts.en.draw) isDraw = true; // Check Tom ve Jerry wins if (currentText === 'TOM KAZANDI!' || currentText === 'TOM WON!') isXWin = true; if (currentText === 'JERRY KAZANDI!' || currentText === 'JERRY WON!') isOWin = true; // Check Batman vs Joker wins if (currentText === 'BATMAN KAZANDI!' || currentText === 'BATMAN WON!') isXWin = true; if (currentText === 'JOKER KAZANDI!' || currentText === 'JOKER WON!') isOWin = true; // Check Ronaldo vs. Messi wins if (currentText === 'RONALDO KAZANDI!' || currentText === 'RONALDO WON!') isXWin = true; if (currentText === 'MESSI KAZANDI!' || currentText === 'MESSI WON!') isOWin = true; // Check Spiderman vs Venom wins if (currentText === 'SPIDERMAN KAZANDI!' || currentText === 'SPIDERMAN WON!') isXWin = true; if (currentText === 'VENOM KAZANDI!' || currentText === 'VENOM WON!') isOWin = true; // Check Steve vs Alex wins if (currentText === 'STEVE KAZANDI!' || currentText === 'STEVE WON!') isXWin = true; if (currentText === 'ALEX KAZANDI!' || currentText === 'ALEX WON!') isOWin = true; // Update text based on current style and language if (isBlueWin || isXWin) { if (currentAppearanceStyle === 0) { statusText.setText(languageTexts[currentLanguage].blueWin); } else if (currentAppearanceStyle === 1) { statusText.setText(currentLanguage === 'tr' ? 'TOM KAZANDI!' : 'TOM WON!'); } else if (currentAppearanceStyle === 2) { statusText.setText(currentLanguage === 'tr' ? 'BATMAN KAZANDI!' : 'BATMAN WON!'); } else if (currentAppearanceStyle === 3) { statusText.setText(currentLanguage === 'tr' ? 'RONALDO KAZANDI!' : 'RONALDO WON!'); } else if (currentAppearanceStyle === 4) { statusText.setText(currentLanguage === 'tr' ? 'SPIDERMAN KAZANDI!' : 'SPIDERMAN WON!'); } else if (currentAppearanceStyle === 5) { statusText.setText(currentLanguage === 'tr' ? 'STEVE KAZANDI!' : 'STEVE WON!'); } else if (currentAppearanceStyle === 6) { statusText.setText(currentLanguage === 'tr' ? 'STEVE KAZANDI!' : 'STEVE WON!'); } } else if (isRedWin || isOWin) { if (currentAppearanceStyle === 0) { statusText.setText(languageTexts[currentLanguage].redWin); } else if (currentAppearanceStyle === 1) { statusText.setText(currentLanguage === 'tr' ? 'JERRY KAZANDI!' : 'JERRY WON!'); } else if (currentAppearanceStyle === 2) { statusText.setText(currentLanguage === 'tr' ? 'JOKER KAZANDI!' : 'JOKER WON!'); } else if (currentAppearanceStyle === 3) { statusText.setText(currentLanguage === 'tr' ? 'MESSI KAZANDI!' : 'MESSI WON!'); } else if (currentAppearanceStyle === 4) { statusText.setText(currentLanguage === 'tr' ? 'VENOM KAZANDI!' : 'VENOM WON!'); } else if (currentAppearanceStyle === 5) { statusText.setText(currentLanguage === 'tr' ? 'ALEX KAZANDI!' : 'ALEX WON!'); } else if (currentAppearanceStyle === 6) { statusText.setText(currentLanguage === 'tr' ? 'ALEX KAZANDI!' : 'ALEX WON!'); } } else if (isDraw) { statusText.setText(languageTexts[currentLanguage].draw); } } // Update statistics display blueStatsText.setText(languageTexts[currentLanguage].blueWins + gameStats.blueWins); redStatsText.setText(languageTexts[currentLanguage].redWins + gameStats.redWins); drawStatsText.setText(languageTexts[currentLanguage].draws + gameStats.draws); resetStatsBtn.setText(languageTexts[currentLanguage].resetStats); // Update current style text if visible if (currentStyleText.alpha > 0) { var currentStyleName = ''; if (currentAppearanceStyle === 0) { currentStyleName = languageTexts[currentLanguage].package1; } else if (currentAppearanceStyle === 1) { currentStyleName = languageTexts[currentLanguage].package2; } else if (currentAppearanceStyle === 2) { currentStyleName = languageTexts[currentLanguage].package3; } else if (currentAppearanceStyle === 3) { currentStyleName = languageTexts[currentLanguage].package4; } else if (currentAppearanceStyle === 4) { currentStyleName = languageTexts[currentLanguage].package5; } else if (currentAppearanceStyle === 5) { currentStyleName = languageTexts[currentLanguage].package6; } else if (currentAppearanceStyle === 6) { currentStyleName = languageTexts[currentLanguage].package7; } currentStyleText.setText(languageTexts[currentLanguage].selected + currentStyleName); } // Reposition statistics horizontally to display side by side with better spacing blueStatsText.y = 0; blueStatsText.x = -500; redStatsText.y = 0; redStatsText.x = 0; drawStatsText.y = 0; drawStatsText.x = 500; } // Start in menu mode showMenu(); function updateTurnDisplay() { if (gameMode === 'menu' || gameOver) { blueTurnText.alpha = 0; redTurnText.alpha = 0; } else if (currentPlayer === 1) { blueTurnText.alpha = 1; redTurnText.alpha = 0; } else { blueTurnText.alpha = 0; redTurnText.alpha = 1; } } function showMenu() { gameMode = 'menu'; gameBoard.alpha = 0; settingsBtn.alpha = 1; settingsBtn.interactive = true; menuTitle.alpha = 1; vsAIBtn.alpha = 1; twoPlayerBtn.alpha = 1; // Enable main menu interactions vsAIBtn.interactive = true; twoPlayerBtn.interactive = true; blueTurnText.alpha = 0; redTurnText.alpha = 0; statusText.alpha = 0; playAgainBtn.alpha = 0; playAgainBtn.interactive = false; playAgainBg.alpha = 0; backBtn.alpha = 0; backBtn.interactive = false; exitBtn.alpha = 0; exitBtn.interactive = false; // Hide difficulty selection difficultyTitle.alpha = 0; easyBtn.alpha = 0; normalBtn.alpha = 0; hardBtn.alpha = 0; // Disable difficulty button interactions easyBtn.interactive = false; normalBtn.interactive = false; hardBtn.interactive = false; // Hide blocks // Stop any active animations on difficulty blocks tween.stop(easyBlock); tween.stop(normalBlock); tween.stop(hardBlock); easyBlock.alpha = 0; normalBlock.alpha = 0; hardBlock.alpha = 0; // Hide confirmation dialog confirmationBg.alpha = 0; confirmationText.alpha = 0; yesBtn.alpha = 0; noBtn.alpha = 0; // Disable confirmation dialog interactions yesBtn.interactive = false; noBtn.interactive = false; // Hide statistics in menu statsContainer.alpha = 0; // Hide appearance button changeAppearanceBtn.alpha = 0; changeAppearanceBtn.interactive = false; // Hide current style text currentStyleText.alpha = 0; // Hide package selection elements packageTitle.alpha = 0; package1Btn.alpha = 0; package2Btn.alpha = 0; package3Btn.alpha = 0; package4Btn.alpha = 0; package5Btn.alpha = 0; package6Btn.alpha = 0; package7Btn.alpha = 0; package1Bg.alpha = 0; package2Bg.alpha = 0; package3Bg.alpha = 0; package4Bg.alpha = 0; package5Bg.alpha = 0; package6Bg.alpha = 0; package7Bg.alpha = 0; // Disable package button interactions package1Btn.interactive = false; package2Btn.interactive = false; package3Btn.interactive = false; package4Btn.interactive = false; package5Btn.interactive = false; package6Btn.interactive = false; package7Btn.interactive = false; } function showSettingsMenu() { gameMode = 'settings'; // Hide main menu settingsBtn.alpha = 0; settingsBtn.interactive = false; menuTitle.alpha = 0; vsAIBtn.alpha = 0; twoPlayerBtn.alpha = 0; vsAIBtn.interactive = false; twoPlayerBtn.interactive = false; // Show back button and language button more prominently backBtn.alpha = 1; backBtn.interactive = true; // Show appearance change button changeAppearanceBtn.alpha = 1; changeAppearanceBtn.interactive = true; // Show current appearance style var currentStyleName = ''; if (currentAppearanceStyle === 0) { currentStyleName = languageTexts[currentLanguage].package1; } else if (currentAppearanceStyle === 1) { currentStyleName = languageTexts[currentLanguage].package2; } else if (currentAppearanceStyle === 2) { currentStyleName = languageTexts[currentLanguage].package3; } else if (currentAppearanceStyle === 3) { currentStyleName = languageTexts[currentLanguage].package4; } else if (currentAppearanceStyle === 4) { currentStyleName = languageTexts[currentLanguage].package5; } else if (currentAppearanceStyle === 5) { currentStyleName = languageTexts[currentLanguage].package6; } else if (currentAppearanceStyle === 6) { currentStyleName = languageTexts[currentLanguage].package7; } currentStyleText.setText(languageTexts[currentLanguage].selected + currentStyleName); currentStyleText.alpha = 1; // Hide package selection elements packageTitle.alpha = 0; package1Btn.alpha = 0; package2Btn.alpha = 0; package3Btn.alpha = 0; package4Btn.alpha = 0; package5Btn.alpha = 0; package6Btn.alpha = 0; package7Btn.alpha = 0; package1Bg.alpha = 0; package2Bg.alpha = 0; package3Bg.alpha = 0; package4Bg.alpha = 0; package5Bg.alpha = 0; package6Bg.alpha = 0; package7Bg.alpha = 0; // Disable package button interactions package1Btn.interactive = false; package2Btn.interactive = false; package3Btn.interactive = false; package4Btn.interactive = false; package5Btn.interactive = false; package6Btn.interactive = false; package7Btn.interactive = false; } function showDifficultySelection() { gameMode = 'difficulty'; // Hide main menu menuTitle.alpha = 0; vsAIBtn.alpha = 0; twoPlayerBtn.alpha = 0; // Disable main menu interactions vsAIBtn.interactive = false; twoPlayerBtn.interactive = false; // Hide settings button in difficulty selection settingsBtn.alpha = 0; settingsBtn.interactive = false; // Show difficulty selection difficultyTitle.alpha = 1; easyBtn.alpha = 1; normalBtn.alpha = 1; hardBtn.alpha = 1; backBtn.alpha = 1; // Enable difficulty button interactions easyBtn.interactive = true; normalBtn.interactive = true; hardBtn.interactive = true; backBtn.interactive = true; // Show and animate blocks easyBlock.alpha = 0.3; normalBlock.alpha = 0.3; hardBlock.alpha = 0.3; animateDifficultyBlocks(); } function startGame(mode) { gameMode = mode; isAIMode = mode === 'ai'; gameBoard.alpha = 1; settingsBtn.alpha = 0; settingsBtn.interactive = false; menuTitle.alpha = 0; vsAIBtn.alpha = 0; twoPlayerBtn.alpha = 0; // Disable menu interactions vsAIBtn.interactive = false; twoPlayerBtn.interactive = false; // Hide difficulty selection difficultyTitle.alpha = 0; easyBtn.alpha = 0; normalBtn.alpha = 0; hardBtn.alpha = 0; // Disable difficulty button interactions easyBtn.interactive = false; normalBtn.interactive = false; hardBtn.interactive = false; // Hide blocks easyBlock.alpha = 0; normalBlock.alpha = 0; hardBlock.alpha = 0; // Hide confirmation dialog confirmationBg.alpha = 0; confirmationText.alpha = 0; yesBtn.alpha = 0; noBtn.alpha = 0; // Disable confirmation dialog interactions yesBtn.interactive = false; noBtn.interactive = false; // Hide back button in all game modes once game starts backBtn.alpha = 0; backBtn.interactive = false; exitBtn.alpha = 1; // Enable exit button interaction exitBtn.interactive = true; // In AI mode, player (1) always starts first if (isAIMode) { currentPlayer = 1; } else { // In two player mode, random start currentPlayer = Math.random() < 0.5 ? 1 : 2; } updateTurnDisplay(); // Hide settings and package elements changeAppearanceBtn.alpha = 0; changeAppearanceBtn.interactive = false; // Hide current style text currentStyleText.alpha = 0; packageTitle.alpha = 0; package1Btn.alpha = 0; package2Btn.alpha = 0; package3Btn.alpha = 0; package4Btn.alpha = 0; package5Btn.alpha = 0; package6Btn.alpha = 0; package7Btn.alpha = 0; package1Bg.alpha = 0; package2Bg.alpha = 0; package3Bg.alpha = 0; package4Bg.alpha = 0; package5Bg.alpha = 0; package6Bg.alpha = 0; package7Bg.alpha = 0; // Disable package button interactions package1Btn.interactive = false; package2Btn.interactive = false; package3Btn.interactive = false; package4Btn.interactive = false; package5Btn.interactive = false; package6Btn.interactive = false; package7Btn.interactive = false; // Show statistics during gameplay statsContainer.alpha = 1; } function checkWin() { var winner = 0; var winPositions = []; // Check rows for (var row = 0; row < 3; row++) { if (grid[row][0].value !== 0 && grid[row][0].value === grid[row][1].value && grid[row][1].value === grid[row][2].value) { winner = grid[row][0].value; winPositions = [{ row: row, col: 0 }, { row: row, col: 1 }, { row: row, col: 2 }]; break; } } // Check columns if (winner === 0) { for (var col = 0; col < 3; col++) { if (grid[0][col].value !== 0 && grid[0][col].value === grid[1][col].value && grid[1][col].value === grid[2][col].value) { winner = grid[0][col].value; winPositions = [{ row: 0, col: col }, { row: 1, col: col }, { row: 2, col: col }]; break; } } } // Check diagonals if (winner === 0) { if (grid[0][0].value !== 0 && grid[0][0].value === grid[1][1].value && grid[1][1].value === grid[2][2].value) { winner = grid[0][0].value; winPositions = [{ row: 0, col: 0 }, { row: 1, col: 1 }, { row: 2, col: 2 }]; } else if (grid[0][2].value !== 0 && grid[0][2].value === grid[1][1].value && grid[1][1].value === grid[2][0].value) { winner = grid[0][2].value; winPositions = [{ row: 0, col: 2 }, { row: 1, col: 1 }, { row: 2, col: 0 }]; } } if (winner !== 0) { gameOver = true; showWinner(winner, winPositions); return; } // Check for draw var isDraw = true; for (var r = 0; r < 3; r++) { for (var c = 0; c < 3; c++) { if (grid[r][c].value === 0) { isDraw = false; break; } } if (!isDraw) break; } if (isDraw) { gameOver = true; showDraw(); } } function showWinner(winner, positions) { LK.getSound('win').play(); // Update statistics if (winner === 1) { gameStats.blueWins++; storage.blueWins = gameStats.blueWins; } else { gameStats.redWins++; storage.redWins = gameStats.redWins; } // Update statistics display blueStatsText.setText(languageTexts[currentLanguage].blueWins + gameStats.blueWins); redStatsText.setText(languageTexts[currentLanguage].redWins + gameStats.redWins); // Custom winner messages based on appearance style var winnerText = ''; if (currentAppearanceStyle === 0) { // Klasik X-O winnerText = winner === 1 ? languageTexts[currentLanguage].blueWin : languageTexts[currentLanguage].redWin; } else if (currentAppearanceStyle === 1) { // Tom ve Jerry if (currentLanguage === 'tr') { winnerText = winner === 1 ? 'TOM KAZANDI!' : 'JERRY KAZANDI!'; } else { winnerText = winner === 1 ? 'TOM WON!' : 'JERRY WON!'; } } else if (currentAppearanceStyle === 2) { // Batman vs Joker if (currentLanguage === 'tr') { winnerText = winner === 1 ? 'BATMAN KAZANDI!' : 'JOKER KAZANDI!'; } else { winnerText = winner === 1 ? 'BATMAN WON!' : 'JOKER WON!'; } } else if (currentAppearanceStyle === 3) { // Ronaldo vs. Messi if (currentLanguage === 'tr') { winnerText = winner === 1 ? 'RONALDO KAZANDI!' : 'MESSI KAZANDI!'; } else { winnerText = winner === 1 ? 'RONALDO WON!' : 'MESSI WON!'; } } else if (currentAppearanceStyle === 4) { // Spiderman vs Venom if (currentLanguage === 'tr') { winnerText = winner === 1 ? 'SPIDERMAN KAZANDI!' : 'VENOM KAZANDI!'; } else { winnerText = winner === 1 ? 'SPIDERMAN WON!' : 'VENOM WON!'; } } else if (currentAppearanceStyle === 5) { // Steve vs Alex if (currentLanguage === 'tr') { winnerText = winner === 1 ? 'STEVE KAZANDI!' : 'ALEX KAZANDI!'; } else { winnerText = winner === 1 ? 'STEVE WON!' : 'ALEX WON!'; } } else if (currentAppearanceStyle === 6) { // Steve vs Alex if (currentLanguage === 'tr') { winnerText = winner === 1 ? 'STEVE KAZANDI!' : 'ALEX KAZANDI!'; } else { winnerText = winner === 1 ? 'STEVE WON!' : 'ALEX WON!'; } } var winnerColor = 0x000000; // Black color statusText.setText(winnerText); statusText.fill = winnerColor; statusText.alpha = 1; blueTurnText.alpha = 0; redTurnText.alpha = 0; // Show win line winLine = gameBoard.addChild(new WinLine()); var startPos = grid[positions[0].row][positions[0].col]; var endPos = grid[positions[2].row][positions[2].col]; var lineColor = winner === 1 ? 0x00aaff : 0xff4444; winLine.showWinLine(startPos.x, startPos.y, endPos.x, endPos.y, lineColor); // Show play again button with background playAgainBtn.interactive = true; tween(playAgainBg, { alpha: 0.9 }, { duration: 500 }); tween(playAgainBtn, { alpha: 1 }, { duration: 500 }); // Add pulsing animation to make it more prominent tween(playAgainBg, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOut, repeat: -1, yoyo: true }); } function showDraw() { // Update statistics gameStats.draws++; storage.draws = gameStats.draws; // Update statistics display drawStatsText.setText(languageTexts[currentLanguage].draws + gameStats.draws); statusText.setText(languageTexts[currentLanguage].draw); statusText.fill = 0x000000; // Black color statusText.alpha = 1; blueTurnText.alpha = 0; redTurnText.alpha = 0; // Show play again button with background playAgainBtn.interactive = true; tween(playAgainBg, { alpha: 0.9 }, { duration: 500 }); tween(playAgainBtn, { alpha: 1 }, { duration: 500 }); // Add pulsing animation to make it more prominent tween(playAgainBg, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOut, repeat: -1, yoyo: true }); } function makeAIMove() { if (gameOver || currentPlayer !== 2) return; // Extra validation for game state if (!isAIMode || gameMode !== 'ai') return; // Don't proceed if AI is already processing if (aiProcessing) return; // Set AI processing flag to prevent consecutive moves aiProcessing = true; // Add safety timeout to clear flag in case of errors var safetyTimeout = LK.setTimeout(function () { if (aiProcessing) { console.log("AI safety timeout triggered - clearing processing flag"); aiProcessing = false; // Safety clear after 5 seconds } }, 5000); // Variable thinking time based on difficulty var minTime, maxTime; if (aiDifficulty === 'easy') { minTime = 300; maxTime = 800; } else if (aiDifficulty === 'normal') { minTime = 500; maxTime = 1200; } else { // hard minTime = 800; maxTime = 2000; } var thinkingTime = minTime + Math.floor(Math.random() * (maxTime - minTime)); // Use setTimeout to yield frame and prevent blocking LK.setTimeout(function () { // Clear the safety timeout since we're now processing if (safetyTimeout) { LK.clearTimeout(safetyTimeout); safetyTimeout = null; } // Recheck game state after timeout - ensure AI flag is always cleared if (gameOver || currentPlayer !== 2 || !isAIMode || gameMode !== 'ai') { aiProcessing = false; return; } // Additional validation to prevent AI moves during player turn if (isAIMode && currentPlayer === 1) { aiProcessing = false; return; } // Extra safety check - if game state is invalid, clear flag if (!isAIMode || gameMode !== 'ai') { aiProcessing = false; return; } // Find best move using difficulty-specific strategy var bestMove = findBestMove(); var moveSuccess = false; // Validate that we have a valid move and it's still empty if (bestMove && bestMove.value === 0) { // Validate coordinates are within bounds if (bestMove.row >= 0 && bestMove.row < 3 && bestMove.col >= 0 && bestMove.col < 3) { // Double check the cell is still valid before AI places marker var targetCell = grid[bestMove.row][bestMove.col]; if (targetCell && targetCell.value === 0 && !gameOver && currentPlayer === 2 && !targetCell.marker) { if (targetCell.placeMarker(2, function () { // This callback runs after the AI marker animation completes checkWin(); if (!gameOver) { currentPlayer = 1; updateTurnDisplay(); } // Clear AI processing flag after move is complete aiProcessing = false; })) { moveSuccess = true; } } } } // If the best move failed for any reason, find any empty cell as fallback if (!moveSuccess && !gameOver && currentPlayer === 2) { var emptyCells = []; for (var row = 0; row < 3; row++) { for (var col = 0; col < 3; col++) { if (grid[row][col].value === 0 && !grid[row][col].marker) { emptyCells.push(grid[row][col]); } } } // Try to place marker on any empty cell if (emptyCells.length > 0) { var fallbackCell = emptyCells[Math.floor(Math.random() * emptyCells.length)]; if (fallbackCell.placeMarker(2, function () { // This callback runs after the fallback AI marker animation completes checkWin(); if (!gameOver) { currentPlayer = 1; updateTurnDisplay(); } // Clear AI processing flag after move is complete aiProcessing = false; })) { moveSuccess = true; } } } // If no move was made, clear the processing flag if (!moveSuccess) { aiProcessing = false; } }, thinkingTime); } function findBestMove() { var emptyCells = []; var winningMoves = []; var blockingMoves = []; var forkMoves = []; var blockForkMoves = []; var cornerCells = []; var edgeCells = []; var validCells = []; // Collect all valid empty cells for (var row = 0; row < 3; row++) { for (var col = 0; col < 3; col++) { var cell = grid[row][col]; if (cell && cell.value === 0) { emptyCells.push(cell); validCells.push(cell); // Categorize cell positions if ((row === 0 || row === 2) && (col === 0 || col === 2)) { cornerCells.push(cell); } else if (row === 1 && col === 1) { // Center cell - handled separately } else { edgeCells.push(cell); } } } } // Early exit if no valid moves if (validCells.length === 0) { return null; } // Ensure we always have at least one valid cell to return if (emptyCells.length === 0) { return null; } // Easy mode: Make deliberate mistakes and play suboptimally if (aiDifficulty === 'easy') { // 70% chance to make a completely random move if (Math.random() < 0.7) { return validCells[Math.floor(Math.random() * validCells.length)]; } // 20% chance to avoid winning moves (make mistakes) if (Math.random() < 0.2) { var nonWinningMoves = []; for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = 2; if (!checkWinCondition(2)) { nonWinningMoves.push(cell); } cell.value = 0; } if (nonWinningMoves.length > 0) { return nonWinningMoves[Math.floor(Math.random() * nonWinningMoves.length)]; } } // 10% chance to miss blocking player wins if (Math.random() < 0.1) { var nonBlockingMoves = []; for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = 1; if (!checkWinCondition(1)) { nonBlockingMoves.push(cell); } cell.value = 0; } if (nonBlockingMoves.length > 0) { return nonBlockingMoves[Math.floor(Math.random() * nonBlockingMoves.length)]; } } // Default: play randomly from all valid moves return validCells[Math.floor(Math.random() * validCells.length)]; } // Normal mode: Balanced play with occasional mistakes if (aiDifficulty === 'normal') { // Priority 1: Check if AI can win immediately for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = 2; if (checkWinCondition(2)) { cell.value = 0; return cell; } cell.value = 0; } // Priority 2: Block player from winning for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = 1; if (checkWinCondition(1)) { cell.value = 0; if (Math.random() > 0.02) { return cell; } } cell.value = 0; } // Priority 3: Create forks if (Math.random() < 0.85) { forkMoves = checkForFork(2); if (forkMoves.length > 0) { return forkMoves[0]; } } // Priority 4: Block player forks if (Math.random() < 0.8) { var playerForkMoves = checkForFork(1); if (playerForkMoves.length > 0) { if (playerForkMoves.length === 1) { return playerForkMoves[0]; } else { for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = 2; var createsThreats = false; for (var j = 0; j < emptyCells.length; j++) { if (i !== j) { var testCell = emptyCells[j]; testCell.value = 2; if (checkWinCondition(2)) { createsThreats = true; } testCell.value = 0; } } cell.value = 0; if (createsThreats) { return cell; } } return playerForkMoves[0]; } } } // Priority 5: Basic strategy if (Math.random() < 0.7) { var strategicMoves = []; if (grid[1][1].value === 0) { strategicMoves.push(grid[1][1]); strategicMoves.push(grid[1][1]); } for (var i = 0; i < cornerCells.length; i++) { strategicMoves.push(cornerCells[i]); } if (strategicMoves.length > 0) { return strategicMoves[Math.floor(Math.random() * strategicMoves.length)]; } } if (emptyCells.length > 0) { return emptyCells[Math.floor(Math.random() * emptyCells.length)]; } } // Advanced position evaluation for hard mode AI function evaluateHardModePosition(cell) { var score = 0; var row = cell.row; var col = cell.col; // Base positional values with strategic weighting if (row === 1 && col === 1) { score += 15; // Center dominance } else if ((row === 0 || row === 2) && (col === 0 || col === 2)) { score += 12; // Corner control } else { score += 8; // Edge positions } // Evaluate line potential (how many lines this position affects) var linesControlled = 0; var lineValues = 0; // Check row control var rowEmpty = 0, rowAI = 0, rowPlayer = 0; for (var c = 0; c < 3; c++) { if (grid[row][c].value === 0) rowEmpty++;else if (grid[row][c].value === 2) rowAI++;else rowPlayer++; } if (rowPlayer === 0) { linesControlled++; lineValues += rowAI * 3 + rowEmpty; } // Check column control var colEmpty = 0, colAI = 0, colPlayer = 0; for (var r = 0; r < 3; r++) { if (grid[r][col].value === 0) colEmpty++;else if (grid[r][col].value === 2) colAI++;else colPlayer++; } if (colPlayer === 0) { linesControlled++; lineValues += colAI * 3 + colEmpty; } // Check main diagonal if (row === col) { var diagEmpty = 0, diagAI = 0, diagPlayer = 0; for (var i = 0; i < 3; i++) { if (grid[i][i].value === 0) diagEmpty++;else if (grid[i][i].value === 2) diagAI++;else diagPlayer++; } if (diagPlayer === 0) { linesControlled++; lineValues += diagAI * 3 + diagEmpty; } } // Check anti-diagonal if (row + col === 2) { var antiDiagEmpty = 0, antiDiagAI = 0, antiDiagPlayer = 0; for (var i = 0; i < 3; i++) { if (grid[i][2 - i].value === 0) antiDiagEmpty++;else if (grid[i][2 - i].value === 2) antiDiagAI++;else antiDiagPlayer++; } if (antiDiagPlayer === 0) { linesControlled++; lineValues += antiDiagAI * 3 + antiDiagEmpty; } } score += linesControlled * 6 + lineValues * 2; // Strategic pattern bonuses // Opposite corner control if (row === 0 && col === 0 && grid[2][2].value === 2 || row === 2 && col === 2 && grid[0][0].value === 2 || row === 0 && col === 2 && grid[2][0].value === 2 || row === 2 && col === 0 && grid[0][2].value === 2) { score += 8; // Diagonal dominance } // Adjacent to AI pieces (connection bonus) var adjacentAI = 0; var checkAdj = [{ r: row - 1, c: col }, { r: row + 1, c: col }, { r: row, c: col - 1 }, { r: row, c: col + 1 }]; for (var i = 0; i < checkAdj.length; i++) { var adj = checkAdj[i]; if (adj.r >= 0 && adj.r < 3 && adj.c >= 0 && adj.c < 3) { if (grid[adj.r][adj.c].value === 2) adjacentAI++; } } score += adjacentAI * 4; return score; } // Check for forks (moves that create two winning threats) function checkForFork(player) { var forkCells = []; for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = player; var winningLineCount = 0; // Count how many winning moves this creates for (var j = 0; j < emptyCells.length; j++) { if (i !== j) { var testCell = emptyCells[j]; testCell.value = player; if (checkWinCondition(player)) { winningLineCount++; } testCell.value = 0; } } cell.value = 0; if (winningLineCount >= 2) { forkCells.push(cell); } } return forkCells; } // Adjust strategy based on difficulty var randomnessFactor = Math.random(); // Difficulty-based mistake chances var strategyQuality; if (aiDifficulty === 'easy') { strategyQuality = 0; // No strategic moves } else if (aiDifficulty === 'normal') { strategyQuality = 0.6; // Medium quality strategic moves } else { // hard - Perfect play with zero mistakes strategyQuality = 1.0; // Perfect strategic moves } // Hard mode AI - Perfect play with advanced strategy evaluation if (aiDifficulty === 'hard') { // Priority 1: ALWAYS win if possible (0% miss rate) for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = 2; if (checkWinCondition(2)) { cell.value = 0; return cell; // IMMEDIATELY take winning move - no randomness } cell.value = 0; } // Priority 2: ALWAYS block player wins (0% miss rate) for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = 1; if (checkWinCondition(1)) { cell.value = 0; return cell; // IMMEDIATELY block - no randomness } cell.value = 0; } // Priority 3: Create forks (multiple winning threats) forkMoves = checkForFork(2); if (forkMoves.length > 0) { return forkMoves[0]; // Take any fork opportunity } // Priority 4: Block player forks with counter-strategy var playerForkMoves = checkForFork(1); if (playerForkMoves.length > 0) { // If player can create multiple forks, create a counter-threat if (playerForkMoves.length > 1) { // Look for moves that force player to defend while blocking fork for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = 2; var threatsCreated = 0; for (var j = 0; j < emptyCells.length; j++) { if (i !== j) { var testCell = emptyCells[j]; testCell.value = 2; if (checkWinCondition(2)) { threatsCreated++; } testCell.value = 0; } } cell.value = 0; if (threatsCreated > 0) { return cell; // Counter-threat to force defense } } } // Otherwise block the fork return playerForkMoves[0]; } // Priority 5: Optimal opening strategy if (emptyCells.length === 9) { // First move: always take center or corner if (grid[1][1].value === 0) { return grid[1][1]; // Center is strongest opening } else { return cornerCells[0]; // Fallback to corner } } if (emptyCells.length === 8) { // Second move response if (grid[1][1].value === 1) { // Player took center, take any corner return cornerCells[0]; } else { // Player took corner or edge, take center if (grid[1][1].value === 0) { return grid[1][1]; } } } // Priority 6: Advanced positional strategy with minimax evaluation var bestMove = null; var bestScore = -1000; for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; var score = evaluateHardModePosition(cell); // Add advanced tactical bonuses if (cell.row === 1 && cell.col === 1) score += 15; // Center control if ((cell.row === 0 || cell.row === 2) && (cell.col === 0 || cell.col === 2)) score += 12; // Corner control // Evaluate future position strength cell.value = 2; var futureThreats = 0; for (var j = 0; j < emptyCells.length; j++) { if (i !== j) { var testCell = emptyCells[j]; testCell.value = 2; if (checkWinCondition(2)) futureThreats++; testCell.value = 0; } } score += futureThreats * 8; // Bonus for creating future threats cell.value = 0; if (score > bestScore) { bestScore = score; bestMove = cell; } } if (bestMove) { return bestMove; } } // Priority 5: Advanced tactical personalities var moveChoices = []; var moveScores = []; if (aiPersonality === 0) { // Perfect player - uses optimal strategy if (emptyCells.length === 9) { // First move: prefer corner moveChoices = cornerCells.slice(); } else if (emptyCells.length === 8) { // Second move response if (grid[1][1].value === 1) { // Player took center, take corner moveChoices = cornerCells.slice(); } else { // Player took corner or edge, take center if (grid[1][1].value === 0) { moveChoices.push(grid[1][1]); } } } else { // Evaluate all positions for (var i = 0; i < emptyCells.length; i++) { var score = evaluatePosition(emptyCells[i]); moveScores.push({ cell: emptyCells[i], score: score }); } moveScores.sort(function (a, b) { return b.score - a.score; }); // Take top scoring moves var topScore = moveScores[0].score; for (var i = 0; i < moveScores.length; i++) { if (moveScores[i].score >= topScore - 1) { moveChoices.push(moveScores[i].cell); } } } } else if (aiPersonality === 1) { // Trap setter - tries to create winning patterns if (grid[1][1].value === 0) { moveChoices.push(grid[1][1]); moveChoices.push(grid[1][1]); // Double weight } // Look for L-shaped patterns if (grid[0][0].value === 2 && grid[2][2].value === 0) { moveChoices.push(grid[2][2]); } if (grid[0][2].value === 2 && grid[2][0].value === 0) { moveChoices.push(grid[2][0]); } // Add corners for trap potential if (cornerCells.length > 0) { moveChoices = moveChoices.concat(cornerCells); } } else if (aiPersonality === 2) { // Defensive player - blocks and controls center if (grid[1][1].value === 0) { moveChoices.push(grid[1][1]); moveChoices.push(grid[1][1]); moveChoices.push(grid[1][1]); // Triple weight for center } // Prefer moves that block multiple lines for (var i = 0; i < emptyCells.length; i++) { var blockCount = countWinningLines(emptyCells[i].row, emptyCells[i].col, 1); if (blockCount >= 2) { moveChoices.push(emptyCells[i]); } } if (moveChoices.length === 0 && cornerCells.length > 0) { moveChoices = cornerCells.slice(); } } else if (aiPersonality === 3) { // Mirror player - plays symmetrically var playerMoves = []; for (var r = 0; r < 3; r++) { for (var c = 0; c < 3; c++) { if (grid[r][c].value === 1) { playerMoves.push({ row: r, col: c }); } } } if (playerMoves.length > 0) { var lastMove = playerMoves[playerMoves.length - 1]; // Try to mirror across center var mirrorRow = 2 - lastMove.row; var mirrorCol = 2 - lastMove.col; if (grid[mirrorRow][mirrorCol].value === 0) { moveChoices.push(grid[mirrorRow][mirrorCol]); moveChoices.push(grid[mirrorRow][mirrorCol]); // Double weight } } // Add strategic positions if (grid[1][1].value === 0) { moveChoices.push(grid[1][1]); } if (cornerCells.length > 0) { moveChoices.push(cornerCells[Math.floor(Math.random() * cornerCells.length)]); } } else if (aiPersonality === 4) { // Edge control player - unusual but effective if (edgeCells.length > 0) { // Prefer edges that connect to existing pieces for (var i = 0; i < edgeCells.length; i++) { var edge = edgeCells[i]; var adjacentAI = 0; // Check adjacent cells var checkPositions = [{ r: edge.row - 1, c: edge.col }, { r: edge.row + 1, c: edge.col }, { r: edge.row, c: edge.col - 1 }, { r: edge.row, c: edge.col + 1 }]; for (var j = 0; j < checkPositions.length; j++) { var pos = checkPositions[j]; if (pos.r >= 0 && pos.r < 3 && pos.c >= 0 && pos.c < 3) { if (grid[pos.r][pos.c].value === 2) { adjacentAI++; } } } if (adjacentAI > 0) { moveChoices.push(edge); moveChoices.push(edge); // Double weight for connected edges } } if (moveChoices.length === 0) { moveChoices = edgeCells.slice(); } } // Sometimes take center if (Math.random() < 0.3 && grid[1][1].value === 0) { moveChoices.push(grid[1][1]); } } else if (aiPersonality === 5) { // Chaos player - creates complex board states var complexityScore = []; for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; // Calculate how many lines this move affects var linesAffected = 0; if (true) linesAffected++; // Row if (true) linesAffected++; // Column if (cell.row === cell.col || cell.row + cell.col === 2) { linesAffected++; // Diagonal } complexityScore.push({ cell: cell, complexity: linesAffected }); } // Prefer high complexity moves complexityScore.sort(function (a, b) { return b.complexity - a.complexity; }); for (var i = 0; i < Math.min(3, complexityScore.length); i++) { moveChoices.push(complexityScore[i].cell); } } else if (aiPersonality === 6) { // Pattern player - follows specific winning patterns var patterns = [ // Corner-opposite-corner [{ r: 0, c: 0 }, { r: 2, c: 2 }], [{ r: 0, c: 2 }, { r: 2, c: 0 }], // L-shapes [{ r: 0, c: 0 }, { r: 0, c: 2 }], [{ r: 0, c: 0 }, { r: 2, c: 0 }], [{ r: 2, c: 2 }, { r: 2, c: 0 }], [{ r: 2, c: 2 }, { r: 0, c: 2 }]]; for (var p = 0; p < patterns.length; p++) { var pattern = patterns[p]; var hasFirst = grid[pattern[0].r][pattern[0].c].value === 2; var secondEmpty = grid[pattern[1].r][pattern[1].c].value === 0; if (hasFirst && secondEmpty) { moveChoices.push(grid[pattern[1].r][pattern[1].c]); moveChoices.push(grid[pattern[1].r][pattern[1].c]); // Double weight } } // Default to smart positions if (moveChoices.length === 0) { if (grid[1][1].value === 0) { moveChoices.push(grid[1][1]); } if (cornerCells.length > 0) { moveChoices = moveChoices.concat(cornerCells); } } } else { // Adaptive player - changes strategy based on game state var gamePhase = 9 - emptyCells.length; // 0-8, higher = later if (gamePhase <= 2) { // Early game: control key positions if (grid[1][1].value === 0) { moveChoices.push(grid[1][1]); moveChoices.push(grid[1][1]); } if (cornerCells.length > 0) { moveChoices = moveChoices.concat(cornerCells); } } else if (gamePhase <= 5) { // Mid game: create threats for (var i = 0; i < emptyCells.length; i++) { var threatLevel = countWinningLines(emptyCells[i].row, emptyCells[i].col, 2); if (threatLevel >= 1) { moveChoices.push(emptyCells[i]); if (threatLevel >= 2) { moveChoices.push(emptyCells[i]); // Extra weight for multi-threats } } } } else { // Late game: optimize winning chances for (var i = 0; i < emptyCells.length; i++) { moveChoices.push(emptyCells[i]); } } } // Add calculated randomness if (Math.random() < 0.1) { // 10% chance to add unexpected move if (validCells.length > 0) { var randomCell = validCells[Math.floor(Math.random() * validCells.length)]; moveChoices.push(randomCell); } } // If we have strategic choices, pick from them if (moveChoices.length > 0) { // Sometimes pick the most frequent choice (if duplicates exist) var choiceFrequency = {}; for (var i = 0; i < moveChoices.length; i++) { var key = moveChoices[i].row + ',' + moveChoices[i].col; choiceFrequency[key] = (choiceFrequency[key] || 0) + 1; } // Create weighted selection var weightedChoices = []; for (var i = 0; i < moveChoices.length; i++) { weightedChoices.push(moveChoices[i]); } return weightedChoices[Math.floor(Math.random() * weightedChoices.length)]; } // Easy mode already handled above with helpful logic // Final fallback: intelligent selection var fallbackChoices = []; // Prioritize based on position value (less strategic in easy mode) if (aiDifficulty !== 'easy' || Math.random() < 0.5) { if (grid[1][1].value === 0) { fallbackChoices.push(grid[1][1]); } } if (cornerCells.length > 0 && (aiDifficulty !== 'easy' || Math.random() < 0.6)) { fallbackChoices = fallbackChoices.concat(cornerCells); } if (edgeCells.length > 0 && (aiDifficulty === 'easy' || Math.random() < 0.3)) { fallbackChoices.push(edgeCells[Math.floor(Math.random() * edgeCells.length)]); } if (fallbackChoices.length === 0) { fallbackChoices = validCells; } if (fallbackChoices.length > 0) { return fallbackChoices[Math.floor(Math.random() * fallbackChoices.length)]; } // Ultimate fallback: return first empty cell found for (var row = 0; row < 3; row++) { for (var col = 0; col < 3; col++) { if (grid[row][col].value === 0 && !grid[row][col].marker) { return grid[row][col]; } } } // If still no valid move found, return any empty cell regardless of marker status for (var row = 0; row < 3; row++) { for (var col = 0; col < 3; col++) { if (grid[row][col].value === 0) { return grid[row][col]; } } } return null; } function checkWinCondition(player) { // Check rows for (var row = 0; row < 3; row++) { if (grid[row][0].value === player && grid[row][1].value === player && grid[row][2].value === player) { return true; } } // Check columns for (var col = 0; col < 3; col++) { if (grid[0][col].value === player && grid[1][col].value === player && grid[2][col].value === player) { return true; } } // Check diagonals if (grid[0][0].value === player && grid[1][1].value === player && grid[2][2].value === player) { return true; } if (grid[0][2].value === player && grid[1][1].value === player && grid[2][0].value === player) { return true; } return false; } function resetGame() { gameOver = false; // Immediately clear AI processing to prevent stuck states aiProcessing = false; // Clear any pending AI timeouts LK.clearTimeout(); // Clear any pending timeouts // Stop all active tweens to prevent conflicts // Stop tweens on UI elements tween.stop(playAgainBg); tween.stop(playAgainBtn); tween.stop(statusText); // Stop tweens on difficulty blocks tween.stop(easyBlock); tween.stop(normalBlock); tween.stop(hardBlock); // Stop tweens on confirmation dialog elements tween.stop(confirmationBg); tween.stop(confirmationText); tween.stop(yesBtn); tween.stop(noBtn); // Stop tweens on all cell markers for (var row = 0; row < 3; row++) { for (var col = 0; col < 3; col++) { var cell = grid[row][col]; if (cell.marker) { tween.stop(cell.marker); } } } // Force clear any stuck AI state if (isAIMode && currentPlayer === 2) { currentPlayer = 1; // Reset to player's turn } // Start according to game mode if (gameMode === 'ai') { currentPlayer = 1; // Player always starts in AI mode isAIMode = true; } else if (gameMode === 'twoPlayer') { currentPlayer = Math.random() < 0.5 ? 1 : 2; isAIMode = false; } else { // Menu mode currentPlayer = 1; isAIMode = false; } // Clear grid for (var row = 0; row < 3; row++) { for (var col = 0; col < 3; col++) { var cell = grid[row][col]; cell.value = 0; if (cell.marker) { // Stop any active tweens on marker before destroying tween.stop(cell.marker); // Reset marker properties to prevent visual glitches cell.marker.alpha = 0; cell.marker.scaleX = 1; cell.marker.scaleY = 1; cell.marker.tint = 0xffffff; cell.marker.rotation = 0; // Remove from parent before destroying if (cell.marker.parent) { cell.marker.parent.removeChild(cell.marker); } cell.marker.destroy(); cell.marker = null; } // Clean up second marker for Tom ve Jerry style if (cell.marker2) { // Stop any active tweens on second marker before destroying tween.stop(cell.marker2); // Reset marker properties to prevent visual glitches cell.marker2.alpha = 0; cell.marker2.scaleX = 1; cell.marker2.scaleY = 1; cell.marker2.tint = 0xffffff; cell.marker2.rotation = 0; // Remove from parent before destroying if (cell.marker2.parent) { cell.marker2.parent.removeChild(cell.marker2); } cell.marker2.destroy(); cell.marker2 = null; } } } // Clear UI statusText.setText(''); statusText.alpha = 0; playAgainBtn.alpha = 0; playAgainBg.alpha = 0; // Stop any pulsing animation on play again button tween.stop(playAgainBg); tween.stop(playAgainBtn); playAgainBg.scaleX = 1; playAgainBg.scaleY = 1; playAgainBtn.interactive = false; // Hide all settings and package UI elements changeAppearanceBtn.alpha = 0; changeAppearanceBtn.interactive = false; // Hide current style text currentStyleText.alpha = 0; packageTitle.alpha = 0; package1Btn.alpha = 0; package2Btn.alpha = 0; package3Btn.alpha = 0; package4Btn.alpha = 0; package5Btn.alpha = 0; package6Btn.alpha = 0; package7Btn.alpha = 0; package1Bg.alpha = 0; package2Bg.alpha = 0; package3Bg.alpha = 0; package4Bg.alpha = 0; package5Bg.alpha = 0; package6Bg.alpha = 0; package7Bg.alpha = 0; // Disable package button interactions package1Btn.interactive = false; package2Btn.interactive = false; package3Btn.interactive = false; package4Btn.interactive = false; package5Btn.interactive = false; package6Btn.interactive = false; package7Btn.interactive = false; // Remove win line if (winLine) { // Stop any active tweens on win line to prevent memory leaks tween.stop(winLine.line); tween.stop(winLine); // Stop any tweens on the container too // Reset line properties before destroying winLine.line.alpha = 0; winLine.line.scaleX = 0; winLine.line.tint = 0xffffff; // Reset tint // Remove from parent before destroying if (winLine.parent) { winLine.parent.removeChild(winLine); } winLine.destroy(); winLine = null; } updateTurnDisplay(); } // Play again button handler playAgainBtn.down = function (x, y, obj) { if (gameOver) { resetGame(); } }; // Add small delay to prevent initial freeze when entering game var gameReady = false; LK.setTimeout(function () { gameReady = true; }, 50); // Reduced delay for better responsiveness
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Cell = Container.expand(function (row, col) {
var self = Container.call(this);
self.row = row;
self.col = col;
self.value = 0; // 0 = empty, 1 = X (blue), 2 = O (red)
var cellBg = self.attachAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.01 // Make almost invisible but still interactive
});
// Make the entire cell area interactive
self.interactive = true;
self.hitArea = new Rectangle(-290, -290, 580, 580);
self.marker = null;
// Add hover effect to show clickable area
self.move = function (x, y, obj) {
if (!gameReady || gameOver || self.value !== 0 || gameMode === 'menu') return;
if (isAIMode && currentPlayer !== 1) return;
cellBg.alpha = 0.2; // Show cell is hoverable
};
// Reset hover effect when mouse leaves
self.up = function (x, y, obj) {
if (self.value === 0) {
cellBg.alpha = 0.01; // Reset to almost invisible
}
};
self.placeMarker = function (type, callback) {
if (self.value !== 0) return false;
// Prevent placing marker if already has one or is animating
if (self.marker || self.value !== 0) return false;
// In AI mode, extra validation
if (isAIMode && type === 1 && aiProcessing) return false;
if (isAIMode && type === 2 && !aiProcessing) return false;
self.value = type;
// Get asset names based on current appearance style
var xAssetName, oAssetName;
if (currentAppearanceStyle === 0) {
xAssetName = 'xMarker';
oAssetName = 'oMarker';
} else if (currentAppearanceStyle === 1) {
xAssetName = 'xMarkerStyle1';
oAssetName = 'oMarkerStyle1';
} else if (currentAppearanceStyle === 2) {
xAssetName = 'xMarkerStyle2';
oAssetName = 'oMarkerStyle2';
} else if (currentAppearanceStyle === 3) {
xAssetName = 'xMarkerStyle3';
oAssetName = 'oMarkerStyle3';
} else if (currentAppearanceStyle === 4) {
xAssetName = 'xMarkerStyle4';
oAssetName = 'oMarkerStyle4';
} else if (currentAppearanceStyle === 5) {
xAssetName = 'xMarkerStyle5';
oAssetName = 'oMarkerStyle5';
} else if (currentAppearanceStyle === 6) {
xAssetName = 'xMarkerStyle6';
oAssetName = 'oMarkerStyle6';
}
if (type === 1) {
// Blue X
if (currentAppearanceStyle === 1) {
// Style 1: Blue square for X
self.marker = self.attachAsset('xMarkerStyle1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else if (currentAppearanceStyle === 2) {
// Style 2: Purple square for X
self.marker = self.attachAsset('xMarkerStyle2', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else if (currentAppearanceStyle === 3) {
// Style 3: Pink square for X
self.marker = self.attachAsset('xMarkerStyle3', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else if (currentAppearanceStyle === 4) {
// Style 4: Ronaldo for X
self.marker = self.attachAsset('xMarkerStyle4', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else if (currentAppearanceStyle === 5) {
// Style 5: Spiderman for X
self.marker = self.attachAsset('xMarkerStyle5', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else if (currentAppearanceStyle === 6) {
// Style 6: Steve for X
self.marker = self.attachAsset('xMarkerStyle6', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else {
// Standard X marker (style 0)
self.marker = self.attachAsset(xAssetName, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
}
} else {
// Red O
if (currentAppearanceStyle === 1) {
// Style 1: Red square for O
self.marker = self.attachAsset('oMarkerStyle1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else if (currentAppearanceStyle === 2) {
// Style 2: Orange square for O
self.marker = self.attachAsset('oMarkerStyle2', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else if (currentAppearanceStyle === 3) {
// Style 3: Green square for O
self.marker = self.attachAsset('oMarkerStyle3', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else if (currentAppearanceStyle === 4) {
// Style 4: Messi for O
self.marker = self.attachAsset('oMarkerStyle4', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else if (currentAppearanceStyle === 5) {
// Style 5: Venom for O
self.marker = self.attachAsset('oMarkerStyle5', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else if (currentAppearanceStyle === 6) {
// Style 6: Alex for O
self.marker = self.attachAsset('oMarkerStyle6', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
} else {
// Style 0: use original assets
self.marker = self.attachAsset(oAssetName, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
});
tween(self.marker, {
alpha: 0.9,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: callback
});
}
}
LK.getSound('place').play();
return true;
};
self.down = function (x, y, obj) {
// Basic validation checks
if (!gameReady || gameOver || gameMode === 'menu') return;
if (self.value !== 0) return; // Cell already occupied
// Prevent placing markers when game board is not visible
if (gameBoard.alpha === 0) return;
// In AI mode, prevent ALL player input during AI processing or when it's not player's turn
if (isAIMode && (currentPlayer !== 1 || aiProcessing)) return;
// Additional safety check to prevent race conditions
if (isAIMode && currentPlayer === 2) return;
// Extra validation: ensure no other animations are running
if (isAIMode && aiProcessing) {
console.log("Player input blocked - AI is processing");
return;
}
// Check if any cell is currently animating to prevent interference
for (var r = 0; r < 3; r++) {
for (var c = 0; c < 3; c++) {
var checkCell = grid[r][c];
if (checkCell && checkCell.marker && checkCell.marker.alpha < 0.9 && checkCell.marker.alpha > 0) {
return; // Animation in progress, prevent input
}
}
}
// Place the marker with animation and wait for completion
if (self.placeMarker(currentPlayer, function () {
// This callback runs after the marker animation completes
checkWin();
if (!gameOver) {
if (isAIMode && currentPlayer === 1) {
// AI mode - player played, now AI plays
currentPlayer = 2;
updateTurnDisplay();
// Only start AI processing if not already processing
if (!aiProcessing) {
aiProcessing = true;
LK.setTimeout(function () {
if (!gameOver && currentPlayer === 2 && isAIMode) {
aiProcessing = false;
makeAIMove();
} else {
aiProcessing = false;
}
}, 100); // Small delay to ensure UI updates
}
} else if (isAIMode && currentPlayer === 2) {
// This shouldn't happen in AI mode since AI doesn't click
currentPlayer = 1;
updateTurnDisplay();
} else {
// Two player mode - switch players normally
currentPlayer = currentPlayer === 1 ? 2 : 1;
updateTurnDisplay();
}
}
})) {
// Marker placement started successfully - disable further input until animation completes
}
};
return self;
});
var WinLine = Container.expand(function () {
var self = Container.call(this);
self.line = self.attachAsset('winLine', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0,
scaleX: 0
});
self.showWinLine = function (startX, startY, endX, endY, color) {
var deltaX = endX - startX;
var deltaY = endY - startY;
var angle = Math.atan2(deltaY, deltaX);
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
self.x = startX + deltaX / 2;
self.y = startY + deltaY / 2;
self.line.rotation = angle;
self.line.tint = color;
self.line.width = distance;
tween(self.line, {
alpha: 1,
scaleX: 1
}, {
duration: 500,
easing: tween.easeOut
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
// Alternative appearance styles
var grid = [];
var currentPlayer = 1; // 1 = Blue X, 2 = Red O
var gameOver = false;
var winLine = null;
var gameMode = 'menu'; // 'menu', 'ai', 'twoPlayer', 'difficulty'
var isAIMode = false;
var aiDifficulty = 'normal'; // 'easy', 'normal', 'hard'
var aiProcessing = false; // Flag to prevent AI from interfering with player moves
var currentLanguage = storage.language || 'tr'; // 'tr' for Turkish, 'en' for English
// Initialize appearance style from storage - default to normal X and O style
var currentAppearanceStyle = storage.appearanceStyle !== undefined ? storage.appearanceStyle : 0; // 0-3 for different X/O styles, start with 0 (normal X and O)
// Initialize statistics from storage with defaults
var gameStats = {
blueWins: storage.blueWins || 0,
redWins: storage.redWins || 0,
draws: storage.draws || 0
};
var selectedDifficulty = ''; // Store selected difficulty for confirmation
var isResetConfirmation = false; // Track if we're in reset confirmation mode
var languageTexts = {
tr: {
blueTurn: 'Sıra: Mavinin',
redTurn: 'Sıra: Kırmızının',
blueWin: 'MAVİ TAKIM KAZANDI!',
redWin: 'KIRMIZI TAKIM KAZANDI!',
draw: 'BERABERE!',
playAgain: 'Tekrar Oyna',
language: 'Türkçe',
vsAI: 'Yapay Zeka ile Oyna',
twoPlayer: 'İki Kişilik Oyna',
selectMode: 'Oyun Modunu Seçin',
back: '← Geri',
exit: 'Çıkış',
selectDifficulty: 'Zorluk Seçin',
easy: 'Kolay',
normal: 'Normal',
hard: 'Zor',
confirmEasy: 'Kolay modu seçmek istiyor musunuz?',
confirmNormal: 'Normal modu seçmek istiyor musunuz?',
confirmHard: 'Zor modu seçmek istiyor musunuz?',
yes: 'Evet',
no: 'Hayır',
blueWins: 'Mavi Galibiyetler: ',
redWins: 'Kırmızı Galibiyetler: ',
draws: 'Beraberlikler: ',
resetStats: 'İstatistikleri Sıfırla',
confirmReset: 'İstatistikleri sıfırlamaktan emin misiniz?',
settings: 'Ayarlar',
changeAppearance: 'Görünümü Değiştir',
selectPackage: 'Paket Seçin',
package1: 'Klasik X-O',
package2: 'Tom ve Jerry',
package3: 'Batman vs Joker',
package4: 'Ronaldo vs. Messi',
package5: 'Spiderman vs Venom',
package6: 'Steve vs Alex',
package7: 'Belirsiz',
selected: 'Seçili: '
},
en: {
blueTurn: 'Turn: Blue',
redTurn: 'Turn: Red',
blueWin: 'BLUE TEAM WON!',
redWin: 'RED TEAM WON!',
draw: 'DRAW!',
playAgain: 'Play Again',
language: 'English',
vsAI: 'Play vs AI',
twoPlayer: 'Two Player',
selectMode: 'Select Game Mode',
back: '← Back',
exit: 'Exit',
selectDifficulty: 'Select Difficulty',
easy: 'Easy',
normal: 'Normal',
hard: 'Hard',
confirmEasy: 'Do you want to select Easy mode?',
confirmNormal: 'Do you want to select Normal mode?',
confirmHard: 'Do you want to select Hard mode?',
yes: 'Yes',
no: 'No',
blueWins: 'Blue Wins: ',
redWins: 'Red Wins: ',
draws: 'Draws: ',
resetStats: 'Reset Statistics',
confirmReset: 'Are you sure you want to reset statistics?',
settings: 'Settings',
changeAppearance: 'Change Appearance',
selectPackage: 'Select Package',
package1: 'Classic X-O',
package2: 'Tom ve Jerry',
package3: 'Batman vs Joker',
package4: 'Ronaldo vs. Messi',
package5: 'Spiderman vs Venom',
package6: 'Steve vs Alex',
package7: 'Belirsiz',
selected: 'Selected: '
}
};
// Game setup
var gameBoard = game.addChild(new Container());
gameBoard.x = 2048 / 2;
gameBoard.y = 2732 / 2;
gameBoard.scaleX = 1.2;
gameBoard.scaleY = 1.2;
gameBoard.alpha = 0; // Hidden initially
// Create background
var background = gameBoard.attachAsset('gridBackground', {
anchorX: 0.5,
anchorY: 0.5
});
// Create grid lines
var verticalLine1 = gameBoard.attachAsset('gridLine', {
anchorX: 0.5,
anchorY: 0.5,
x: -300,
height: 1800
});
var verticalLine2 = gameBoard.attachAsset('gridLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 300,
height: 1800
});
var horizontalLine1 = gameBoard.attachAsset('gridLine', {
anchorX: 0.5,
anchorY: 0.5,
y: -300,
width: 1800,
height: 8
});
var horizontalLine2 = gameBoard.attachAsset('gridLine', {
anchorX: 0.5,
anchorY: 0.5,
y: 300,
width: 1800,
height: 8
});
// Create cells
for (var row = 0; row < 3; row++) {
grid[row] = [];
for (var col = 0; col < 3; col++) {
var cell = gameBoard.addChild(new Cell(row, col));
cell.x = (col - 1) * 600;
cell.y = (row - 1) * 600;
grid[row][col] = cell;
}
}
// UI Elements
var blueTurnText = new Text2(languageTexts[currentLanguage].blueTurn, {
size: 100,
fill: 0x00AAFF
});
blueTurnText.anchor.set(0.5, 0);
LK.gui.top.addChild(blueTurnText);
blueTurnText.y = 220;
var redTurnText = new Text2(languageTexts[currentLanguage].redTurn, {
size: 100,
fill: 0xff0000
});
redTurnText.anchor.set(0.5, 0);
LK.gui.top.addChild(redTurnText);
redTurnText.y = 220;
var languageBtn = new Text2(languageTexts[currentLanguage === 'tr' ? 'en' : 'tr'].language, {
size: 60,
fill: 0xFFFFFF
});
languageBtn.anchor.set(0.5, 0);
LK.gui.top.addChild(languageBtn);
languageBtn.y = 120;
var statusText = new Text2('', {
size: 100,
fill: 0xFFFFFF
});
statusText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(statusText);
statusText.y = 400;
// Create background for play again button
var playAgainBg = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 500,
height: 120,
tint: 0x4CAF50,
alpha: 0
});
LK.gui.center.addChild(playAgainBg);
playAgainBg.y = 550;
var playAgainBtn = new Text2(languageTexts[currentLanguage].playAgain, {
size: 90,
fill: 0xFFFFFF
});
playAgainBtn.anchor.set(0.5, 0.5);
playAgainBtn.interactive = false;
playAgainBtn.hitArea = new Rectangle(-250, -60, 500, 120);
LK.gui.center.addChild(playAgainBtn);
playAgainBtn.y = 550;
playAgainBtn.alpha = 0;
// Settings button
var settingsBtn = new Text2(languageTexts[currentLanguage].settings, {
size: 80,
fill: 0xFFAA00
});
settingsBtn.anchor.set(0.5, 0.5);
settingsBtn.interactive = false;
settingsBtn.hitArea = new Rectangle(-100, -40, 200, 80);
LK.gui.center.addChild(settingsBtn);
settingsBtn.y = -300;
// Menu UI elements
var menuTitle = new Text2(languageTexts[currentLanguage].selectMode, {
size: 120,
fill: 0xFFFFFF
});
menuTitle.anchor.set(0.5, 0.5);
LK.gui.center.addChild(menuTitle);
menuTitle.y = -200;
// AI Difficulty selection elements
var difficultyTitle = new Text2(languageTexts[currentLanguage].selectDifficulty, {
size: 100,
fill: 0xFFFFFF
});
difficultyTitle.anchor.set(0.5, 0.5);
LK.gui.center.addChild(difficultyTitle);
difficultyTitle.y = -200;
difficultyTitle.alpha = 0;
// Create background blocks for difficulty buttons
var easyBlock = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 120,
tint: 0x44FF44,
alpha: 0.3
});
LK.gui.center.addChild(easyBlock);
easyBlock.y = -100;
easyBlock.alpha = 0;
var normalBlock = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 120,
tint: 0xFFAA00,
alpha: 0.3
});
LK.gui.center.addChild(normalBlock);
normalBlock.y = 50;
normalBlock.alpha = 0;
var hardBlock = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 120,
tint: 0xFF4444,
alpha: 0.3
});
LK.gui.center.addChild(hardBlock);
hardBlock.y = 200;
hardBlock.alpha = 0;
var easyBtn = new Text2(languageTexts[currentLanguage].easy, {
size: 90,
fill: 0x44FF44
});
easyBtn.anchor.set(0.5, 0.5);
easyBtn.interactive = false;
easyBtn.hitArea = new Rectangle(-150, -45, 300, 90);
LK.gui.center.addChild(easyBtn);
easyBtn.y = -100;
easyBtn.alpha = 0;
var normalBtn = new Text2(languageTexts[currentLanguage].normal, {
size: 90,
fill: 0xFFAA00
});
normalBtn.anchor.set(0.5, 0.5);
normalBtn.interactive = false;
normalBtn.hitArea = new Rectangle(-150, -45, 300, 90);
LK.gui.center.addChild(normalBtn);
normalBtn.y = 50;
normalBtn.alpha = 0;
var hardBtn = new Text2(languageTexts[currentLanguage].hard, {
size: 90,
fill: 0xFF4444
});
hardBtn.anchor.set(0.5, 0.5);
hardBtn.interactive = false;
hardBtn.hitArea = new Rectangle(-150, -45, 300, 90);
LK.gui.center.addChild(hardBtn);
hardBtn.y = 200;
hardBtn.alpha = 0;
// Confirmation dialog elements
var confirmationBg = LK.getAsset('gridBackground', {
anchorX: 0.5,
anchorY: 0.5,
width: 1200,
height: 600,
tint: 0x000000,
alpha: 0.8
});
LK.gui.center.addChild(confirmationBg);
confirmationBg.alpha = 0;
var confirmationText = new Text2('', {
size: 80,
fill: 0xFFFFFF
});
confirmationText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(confirmationText);
confirmationText.y = -50;
confirmationText.alpha = 0;
var yesBtn = new Text2(languageTexts[currentLanguage].yes, {
size: 80,
fill: 0x44FF44
});
yesBtn.anchor.set(0.5, 0.5);
yesBtn.interactive = true;
LK.gui.center.addChild(yesBtn);
yesBtn.x = -150;
yesBtn.y = 100;
yesBtn.alpha = 0;
var noBtn = new Text2(languageTexts[currentLanguage].no, {
size: 80,
fill: 0xFF4444
});
noBtn.anchor.set(0.5, 0.5);
noBtn.interactive = true;
LK.gui.center.addChild(noBtn);
noBtn.x = 150;
noBtn.y = 100;
noBtn.alpha = 0;
// Add hit areas to confirmation dialog buttons
yesBtn.hitArea = new Rectangle(-100, -40, 200, 80);
noBtn.hitArea = new Rectangle(-100, -40, 200, 80);
// Confirmation dialog button handlers
yesBtn.down = function (x, y, obj) {
if (isResetConfirmation) {
// Reset all statistics to zero
gameStats.blueWins = 0;
gameStats.redWins = 0;
gameStats.draws = 0;
// Update storage
storage.blueWins = 0;
storage.redWins = 0;
storage.draws = 0;
// Update display
blueStatsText.setText(languageTexts[currentLanguage].blueWins + gameStats.blueWins);
redStatsText.setText(languageTexts[currentLanguage].redWins + gameStats.redWins);
drawStatsText.setText(languageTexts[currentLanguage].draws + gameStats.draws);
hideConfirmationDialog();
} else if (selectedDifficulty) {
aiDifficulty = selectedDifficulty;
hideConfirmationDialog();
startGame('ai');
}
};
noBtn.down = function (x, y, obj) {
hideConfirmationDialog();
};
// Add glowing animation to blocks
function animateDifficultyBlocks() {
tween(easyBlock, {
alpha: 0.6
}, {
duration: 1000,
easing: tween.easeInOut,
repeat: -1,
yoyo: true
});
tween(normalBlock, {
alpha: 0.6
}, {
duration: 1000,
easing: tween.easeInOut,
repeat: -1,
yoyo: true,
delay: 333
});
tween(hardBlock, {
alpha: 0.6
}, {
duration: 1000,
easing: tween.easeInOut,
repeat: -1,
yoyo: true,
delay: 666
});
}
function showConfirmationDialog(difficulty) {
selectedDifficulty = difficulty;
gameMode = 'confirmation';
isResetConfirmation = false;
var confirmText = '';
if (difficulty === 'easy') {
confirmText = languageTexts[currentLanguage].confirmEasy;
} else if (difficulty === 'normal') {
confirmText = languageTexts[currentLanguage].confirmNormal;
} else if (difficulty === 'hard') {
confirmText = languageTexts[currentLanguage].confirmHard;
}
confirmationText.setText(confirmText);
// Enable confirmation button interactions
yesBtn.interactive = true;
noBtn.interactive = true;
// Show confirmation elements
tween(confirmationBg, {
alpha: 0.8
}, {
duration: 200
});
tween(confirmationText, {
alpha: 1
}, {
duration: 200
});
tween(yesBtn, {
alpha: 1
}, {
duration: 200
});
tween(noBtn, {
alpha: 1
}, {
duration: 200
});
}
function showResetConfirmationDialog() {
isResetConfirmation = true;
gameMode = 'confirmation';
selectedDifficulty = '';
confirmationText.setText(languageTexts[currentLanguage].confirmReset);
// Enable confirmation button interactions
yesBtn.interactive = true;
noBtn.interactive = true;
// Show confirmation elements
tween(confirmationBg, {
alpha: 0.8
}, {
duration: 200
});
tween(confirmationText, {
alpha: 1
}, {
duration: 200
});
tween(yesBtn, {
alpha: 1
}, {
duration: 200
});
tween(noBtn, {
alpha: 1
}, {
duration: 200
});
}
function hideConfirmationDialog() {
if (isResetConfirmation) {
// Return to appropriate game mode when hiding reset confirmation
if (gameBoard.alpha > 0) {
gameMode = isAIMode ? 'ai' : 'twoPlayer';
} else {
gameMode = 'menu';
}
} else {
gameMode = 'difficulty';
}
selectedDifficulty = '';
isResetConfirmation = false;
// Disable confirmation button interactions
yesBtn.interactive = false;
noBtn.interactive = false;
// Hide confirmation elements
tween(confirmationBg, {
alpha: 0
}, {
duration: 200
});
tween(confirmationText, {
alpha: 0
}, {
duration: 200
});
tween(yesBtn, {
alpha: 0
}, {
duration: 200
});
tween(noBtn, {
alpha: 0
}, {
duration: 200
});
}
var vsAIBtn = new Text2(languageTexts[currentLanguage].vsAI, {
size: 100,
fill: 0x00AAFF
});
vsAIBtn.anchor.set(0.5, 0.5);
vsAIBtn.interactive = false;
vsAIBtn.hitArea = new Rectangle(-200, -50, 400, 100);
LK.gui.center.addChild(vsAIBtn);
vsAIBtn.y = 0;
var twoPlayerBtn = new Text2(languageTexts[currentLanguage].twoPlayer, {
size: 100,
fill: 0xFF4444
});
twoPlayerBtn.anchor.set(0.5, 0.5);
twoPlayerBtn.interactive = false;
twoPlayerBtn.hitArea = new Rectangle(-200, -50, 400, 100);
LK.gui.center.addChild(twoPlayerBtn);
twoPlayerBtn.y = 150;
var backBtn = new Text2(languageTexts[currentLanguage].back, {
size: 70,
fill: 0xFFFFFF
});
backBtn.anchor.set(0.5, 0.5);
backBtn.interactive = false;
backBtn.hitArea = new Rectangle(-150, -40, 300, 80);
LK.gui.top.addChild(backBtn);
backBtn.x = 200;
backBtn.y = 220;
backBtn.alpha = 0;
var exitBtn = new Text2(languageTexts[currentLanguage].exit, {
size: 60,
fill: 0xFF0000
});
exitBtn.anchor.set(0.5, 0);
exitBtn.interactive = false;
exitBtn.hitArea = new Rectangle(-80, -30, 160, 60);
LK.gui.top.addChild(exitBtn);
exitBtn.y = 120;
exitBtn.x = 400;
exitBtn.alpha = 0;
// Statistics display elements
var statsContainer = new Container();
LK.gui.bottom.addChild(statsContainer);
statsContainer.y = -180;
statsContainer.alpha = 0;
var blueStatsText = new Text2(languageTexts[currentLanguage].blueWins + gameStats.blueWins, {
size: 45,
fill: 0x00AAFF
});
blueStatsText.anchor.set(0.5, 0);
statsContainer.addChild(blueStatsText);
blueStatsText.y = 0;
blueStatsText.x = -600;
var redStatsText = new Text2(languageTexts[currentLanguage].redWins + gameStats.redWins, {
size: 45,
fill: 0xFF4444
});
redStatsText.anchor.set(0.5, 0);
statsContainer.addChild(redStatsText);
redStatsText.y = 0;
redStatsText.x = 0;
var drawStatsText = new Text2(languageTexts[currentLanguage].draws + gameStats.draws, {
size: 45,
fill: 0xFFFFFF
});
drawStatsText.anchor.set(0.5, 0);
statsContainer.addChild(drawStatsText);
drawStatsText.y = 0;
drawStatsText.x = 600;
var resetStatsBtn = new Text2(languageTexts[currentLanguage].resetStats, {
size: 40,
fill: 0xFF4444
});
resetStatsBtn.anchor.set(0.5, 0);
resetStatsBtn.interactive = true;
resetStatsBtn.hitArea = new Rectangle(-70, -20, 140, 40);
statsContainer.addChild(resetStatsBtn);
resetStatsBtn.y = 70;
resetStatsBtn.x = 0;
// Change Appearance button
var changeAppearanceBtn = new Text2(languageTexts[currentLanguage].changeAppearance, {
size: 60,
fill: 0x00AAFF
});
changeAppearanceBtn.anchor.set(0.5, 0.5);
changeAppearanceBtn.interactive = true;
changeAppearanceBtn.hitArea = new Rectangle(-120, -30, 240, 60);
LK.gui.center.addChild(changeAppearanceBtn);
changeAppearanceBtn.y = -100;
changeAppearanceBtn.alpha = 0;
// Current appearance style display
var currentStyleText = new Text2('', {
size: 50,
fill: 0xFFFFFF
});
currentStyleText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(currentStyleText);
currentStyleText.y = -20;
currentStyleText.alpha = 0;
// Package selection UI elements
var packageTitle = new Text2(languageTexts[currentLanguage].selectPackage, {
size: 100,
fill: 0xFFFFFF
});
packageTitle.anchor.set(0.5, 0.5);
LK.gui.center.addChild(packageTitle);
packageTitle.y = -250;
packageTitle.alpha = 0;
// Package selection buttons
var package1Btn = new Text2(languageTexts[currentLanguage].package1, {
size: 80,
fill: 0x00AAFF
});
package1Btn.anchor.set(0.5, 0.5);
package1Btn.interactive = false;
package1Btn.hitArea = new Rectangle(-120, -40, 240, 80);
LK.gui.center.addChild(package1Btn);
package1Btn.y = -120;
package1Btn.alpha = 0;
var package2Btn = new Text2(languageTexts[currentLanguage].package2, {
size: 80,
fill: 0xFF8800
});
package2Btn.anchor.set(0.5, 0.5);
package2Btn.interactive = false;
package2Btn.hitArea = new Rectangle(-120, -40, 240, 80);
LK.gui.center.addChild(package2Btn);
package2Btn.y = -20;
package2Btn.alpha = 0;
var package3Btn = new Text2(languageTexts[currentLanguage].package3, {
size: 80,
fill: 0x44FF44
});
package3Btn.anchor.set(0.5, 0.5);
package3Btn.interactive = false;
package3Btn.hitArea = new Rectangle(-120, -40, 240, 80);
LK.gui.center.addChild(package3Btn);
package3Btn.y = 80;
package3Btn.alpha = 0;
var package4Btn = new Text2(languageTexts[currentLanguage].package4, {
size: 80,
fill: 0xFF4444
});
package4Btn.anchor.set(0.5, 0.5);
package4Btn.interactive = false;
package4Btn.hitArea = new Rectangle(-120, -40, 240, 80);
LK.gui.center.addChild(package4Btn);
package4Btn.y = 180;
package4Btn.alpha = 0;
var package5Btn = new Text2(languageTexts[currentLanguage].package5, {
size: 80,
fill: 0x00FFFF
});
package5Btn.anchor.set(0.5, 0.5);
package5Btn.interactive = false;
package5Btn.hitArea = new Rectangle(-120, -40, 240, 80);
LK.gui.center.addChild(package5Btn);
package5Btn.y = 280;
package5Btn.alpha = 0;
var package6Btn = new Text2(languageTexts[currentLanguage].package6, {
size: 80,
fill: 0xFF00FF
});
package6Btn.anchor.set(0.5, 0.5);
package6Btn.interactive = false;
package6Btn.hitArea = new Rectangle(-120, -40, 240, 80);
LK.gui.center.addChild(package6Btn);
package6Btn.y = 380;
package6Btn.alpha = 0;
var package7Btn = new Text2(languageTexts[currentLanguage].package7, {
size: 80,
fill: 0x00FF00
});
package7Btn.anchor.set(0.5, 0.5);
package7Btn.interactive = false;
package7Btn.hitArea = new Rectangle(-120, -40, 240, 80);
LK.gui.center.addChild(package7Btn);
package7Btn.y = 480;
package7Btn.alpha = 0;
// Package selection backgrounds
var package1Bg = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
tint: 0x00AAFF,
alpha: 0.2
});
LK.gui.center.addChild(package1Bg);
package1Bg.y = -120;
package1Bg.alpha = 0;
var package2Bg = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
tint: 0xFF8800,
alpha: 0.2
});
LK.gui.center.addChild(package2Bg);
package2Bg.y = -20;
package2Bg.alpha = 0;
var package3Bg = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
tint: 0x44FF44,
alpha: 0.2
});
LK.gui.center.addChild(package3Bg);
package3Bg.y = 80;
package3Bg.alpha = 0;
var package4Bg = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
tint: 0xFF4444,
alpha: 0.2
});
LK.gui.center.addChild(package4Bg);
package4Bg.y = 180;
package4Bg.alpha = 0;
var package5Bg = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
tint: 0x00FFFF,
alpha: 0.2
});
LK.gui.center.addChild(package5Bg);
package5Bg.y = 280;
package5Bg.alpha = 0;
var package6Bg = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
tint: 0xFF00FF,
alpha: 0.2
});
LK.gui.center.addChild(package6Bg);
package6Bg.y = 380;
package6Bg.alpha = 0;
var package7Bg = LK.getAsset('cell', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
tint: 0x00FF00,
alpha: 0.2
});
LK.gui.center.addChild(package7Bg);
package7Bg.y = 480;
package7Bg.alpha = 0;
// Language toggle functionality
languageBtn.interactive = true; // Always interactive
languageBtn.hitArea = new Rectangle(-100, -40, 200, 80);
languageBtn.down = function (x, y, obj) {
// Always allow language switching regardless of game state
currentLanguage = currentLanguage === 'tr' ? 'en' : 'tr';
storage.language = currentLanguage;
updateLanguageTexts();
};
// Menu button handlers
vsAIBtn.down = function (x, y, obj) {
if (gameMode === 'menu') {
showDifficultySelection();
}
};
twoPlayerBtn.down = function (x, y, obj) {
if (gameMode === 'menu') {
startGame('twoPlayer');
}
};
// Difficulty button handlers
easyBtn.down = function (x, y, obj) {
if (gameMode === 'difficulty') {
showConfirmationDialog('easy');
}
};
normalBtn.down = function (x, y, obj) {
if (gameMode === 'difficulty') {
showConfirmationDialog('normal');
}
};
hardBtn.down = function (x, y, obj) {
if (gameMode === 'difficulty') {
showConfirmationDialog('hard');
}
};
backBtn.down = function (x, y, obj) {
if (gameMode === 'confirmation') {
hideConfirmationDialog();
} else if (gameMode === 'difficulty') {
showMenu();
} else if (gameMode === 'settings') {
showMenu();
} else if (gameMode === 'packages') {
showSettingsMenu();
} else if (gameMode !== 'menu') {
resetGame();
showMenu();
}
};
exitBtn.down = function (x, y, obj) {
if (gameMode !== 'menu') {
resetGame();
showMenu();
}
};
resetStatsBtn.down = function (x, y, obj) {
if (statsContainer.alpha > 0) {
// Show reset confirmation dialog
showResetConfirmationDialog();
}
};
changeAppearanceBtn.down = function (x, y, obj) {
if (gameMode === 'settings') {
showPackageSelection();
}
};
// Package selection button handlers
package1Btn.down = function (x, y, obj) {
if (gameMode === 'packages') {
selectPackage(0);
}
};
package2Btn.down = function (x, y, obj) {
if (gameMode === 'packages') {
selectPackage(1);
}
};
package3Btn.down = function (x, y, obj) {
if (gameMode === 'packages') {
selectPackage(2);
}
};
package4Btn.down = function (x, y, obj) {
if (gameMode === 'packages') {
selectPackage(3);
}
};
package5Btn.down = function (x, y, obj) {
if (gameMode === 'packages') {
selectPackage(4);
}
};
package6Btn.down = function (x, y, obj) {
if (gameMode === 'packages') {
selectPackage(5);
}
};
package7Btn.down = function (x, y, obj) {
if (gameMode === 'packages') {
selectPackage(6);
}
};
settingsBtn.down = function (x, y, obj) {
if (gameMode === 'menu') {
showSettingsMenu();
}
};
function showPackageSelection() {
gameMode = 'packages';
// Hide settings menu
changeAppearanceBtn.alpha = 0;
changeAppearanceBtn.interactive = false;
// Hide current style text
currentStyleText.alpha = 0;
// Show package selection elements
packageTitle.alpha = 1;
package1Btn.alpha = 1;
package2Btn.alpha = 1;
package3Btn.alpha = 1;
package4Btn.alpha = 1;
package5Btn.alpha = 1;
package6Btn.alpha = 1;
package7Btn.alpha = 1;
package1Bg.alpha = 0.2;
package2Bg.alpha = 0.2;
package3Bg.alpha = 0.2;
package4Bg.alpha = 0.2;
package5Bg.alpha = 0.2;
package6Bg.alpha = 0.2;
package7Bg.alpha = 0.2;
// Enable package button interactions
package1Btn.interactive = true;
package2Btn.interactive = true;
package3Btn.interactive = true;
package4Btn.interactive = true;
package5Btn.interactive = true;
package6Btn.interactive = true;
package7Btn.interactive = true;
// Highlight current package
highlightCurrentPackage();
}
function selectPackage(packageIndex) {
currentAppearanceStyle = packageIndex;
storage.appearanceStyle = currentAppearanceStyle;
// If there's an active game, reset it to apply new styles
if (gameBoard.alpha > 0) {
resetGame();
}
// Update package highlight
highlightCurrentPackage();
// Go back to settings menu after selection
showSettingsMenu();
}
function highlightCurrentPackage() {
// Reset all backgrounds
package1Bg.alpha = 0.2;
package2Bg.alpha = 0.2;
package3Bg.alpha = 0.2;
package4Bg.alpha = 0.2;
package5Bg.alpha = 0.2;
package6Bg.alpha = 0.2;
package7Bg.alpha = 0.2;
// Highlight current selection
if (currentAppearanceStyle === 0) {
package1Bg.alpha = 0.6;
} else if (currentAppearanceStyle === 1) {
package2Bg.alpha = 0.6;
} else if (currentAppearanceStyle === 2) {
package3Bg.alpha = 0.6;
} else if (currentAppearanceStyle === 3) {
package4Bg.alpha = 0.6;
} else if (currentAppearanceStyle === 4) {
package5Bg.alpha = 0.6;
} else if (currentAppearanceStyle === 5) {
package6Bg.alpha = 0.6;
} else if (currentAppearanceStyle === 6) {
package7Bg.alpha = 0.6;
}
}
function updateLanguageTexts() {
blueTurnText.setText(languageTexts[currentLanguage].blueTurn);
redTurnText.setText(languageTexts[currentLanguage].redTurn);
playAgainBtn.setText(languageTexts[currentLanguage].playAgain);
languageBtn.setText(languageTexts[currentLanguage === 'tr' ? 'en' : 'tr'].language);
menuTitle.setText(languageTexts[currentLanguage].selectMode);
vsAIBtn.setText(languageTexts[currentLanguage].vsAI);
twoPlayerBtn.setText(languageTexts[currentLanguage].twoPlayer);
backBtn.setText(languageTexts[currentLanguage].back);
exitBtn.setText(languageTexts[currentLanguage].exit);
difficultyTitle.setText(languageTexts[currentLanguage].selectDifficulty);
easyBtn.setText(languageTexts[currentLanguage].easy);
normalBtn.setText(languageTexts[currentLanguage].normal);
hardBtn.setText(languageTexts[currentLanguage].hard);
yesBtn.setText(languageTexts[currentLanguage].yes);
noBtn.setText(languageTexts[currentLanguage].no);
settingsBtn.setText(languageTexts[currentLanguage].settings);
changeAppearanceBtn.setText(languageTexts[currentLanguage].changeAppearance);
packageTitle.setText(languageTexts[currentLanguage].selectPackage);
package1Btn.setText(languageTexts[currentLanguage].package1);
package2Btn.setText(languageTexts[currentLanguage].package2);
package3Btn.setText(languageTexts[currentLanguage].package3);
package4Btn.setText(languageTexts[currentLanguage].package4);
package5Btn.setText(languageTexts[currentLanguage].package5);
package6Btn.setText(languageTexts[currentLanguage].package6);
package7Btn.setText(languageTexts[currentLanguage].package7);
// Update winner/draw text if game is over
if (gameOver && statusText.alpha > 0) {
var currentText = statusText.text;
// Check for all possible winner texts based on styles
var isBlueWin = false;
var isRedWin = false;
var isDraw = false;
var isXWin = false;
var isOWin = false;
// Check classic wins
if (currentText === languageTexts.tr.blueWin || currentText === languageTexts.en.blueWin) isBlueWin = true;
if (currentText === languageTexts.tr.redWin || currentText === languageTexts.en.redWin) isRedWin = true;
if (currentText === languageTexts.tr.draw || currentText === languageTexts.en.draw) isDraw = true;
// Check Tom ve Jerry wins
if (currentText === 'TOM KAZANDI!' || currentText === 'TOM WON!') isXWin = true;
if (currentText === 'JERRY KAZANDI!' || currentText === 'JERRY WON!') isOWin = true;
// Check Batman vs Joker wins
if (currentText === 'BATMAN KAZANDI!' || currentText === 'BATMAN WON!') isXWin = true;
if (currentText === 'JOKER KAZANDI!' || currentText === 'JOKER WON!') isOWin = true;
// Check Ronaldo vs. Messi wins
if (currentText === 'RONALDO KAZANDI!' || currentText === 'RONALDO WON!') isXWin = true;
if (currentText === 'MESSI KAZANDI!' || currentText === 'MESSI WON!') isOWin = true;
// Check Spiderman vs Venom wins
if (currentText === 'SPIDERMAN KAZANDI!' || currentText === 'SPIDERMAN WON!') isXWin = true;
if (currentText === 'VENOM KAZANDI!' || currentText === 'VENOM WON!') isOWin = true;
// Check Steve vs Alex wins
if (currentText === 'STEVE KAZANDI!' || currentText === 'STEVE WON!') isXWin = true;
if (currentText === 'ALEX KAZANDI!' || currentText === 'ALEX WON!') isOWin = true;
// Update text based on current style and language
if (isBlueWin || isXWin) {
if (currentAppearanceStyle === 0) {
statusText.setText(languageTexts[currentLanguage].blueWin);
} else if (currentAppearanceStyle === 1) {
statusText.setText(currentLanguage === 'tr' ? 'TOM KAZANDI!' : 'TOM WON!');
} else if (currentAppearanceStyle === 2) {
statusText.setText(currentLanguage === 'tr' ? 'BATMAN KAZANDI!' : 'BATMAN WON!');
} else if (currentAppearanceStyle === 3) {
statusText.setText(currentLanguage === 'tr' ? 'RONALDO KAZANDI!' : 'RONALDO WON!');
} else if (currentAppearanceStyle === 4) {
statusText.setText(currentLanguage === 'tr' ? 'SPIDERMAN KAZANDI!' : 'SPIDERMAN WON!');
} else if (currentAppearanceStyle === 5) {
statusText.setText(currentLanguage === 'tr' ? 'STEVE KAZANDI!' : 'STEVE WON!');
} else if (currentAppearanceStyle === 6) {
statusText.setText(currentLanguage === 'tr' ? 'STEVE KAZANDI!' : 'STEVE WON!');
}
} else if (isRedWin || isOWin) {
if (currentAppearanceStyle === 0) {
statusText.setText(languageTexts[currentLanguage].redWin);
} else if (currentAppearanceStyle === 1) {
statusText.setText(currentLanguage === 'tr' ? 'JERRY KAZANDI!' : 'JERRY WON!');
} else if (currentAppearanceStyle === 2) {
statusText.setText(currentLanguage === 'tr' ? 'JOKER KAZANDI!' : 'JOKER WON!');
} else if (currentAppearanceStyle === 3) {
statusText.setText(currentLanguage === 'tr' ? 'MESSI KAZANDI!' : 'MESSI WON!');
} else if (currentAppearanceStyle === 4) {
statusText.setText(currentLanguage === 'tr' ? 'VENOM KAZANDI!' : 'VENOM WON!');
} else if (currentAppearanceStyle === 5) {
statusText.setText(currentLanguage === 'tr' ? 'ALEX KAZANDI!' : 'ALEX WON!');
} else if (currentAppearanceStyle === 6) {
statusText.setText(currentLanguage === 'tr' ? 'ALEX KAZANDI!' : 'ALEX WON!');
}
} else if (isDraw) {
statusText.setText(languageTexts[currentLanguage].draw);
}
}
// Update statistics display
blueStatsText.setText(languageTexts[currentLanguage].blueWins + gameStats.blueWins);
redStatsText.setText(languageTexts[currentLanguage].redWins + gameStats.redWins);
drawStatsText.setText(languageTexts[currentLanguage].draws + gameStats.draws);
resetStatsBtn.setText(languageTexts[currentLanguage].resetStats);
// Update current style text if visible
if (currentStyleText.alpha > 0) {
var currentStyleName = '';
if (currentAppearanceStyle === 0) {
currentStyleName = languageTexts[currentLanguage].package1;
} else if (currentAppearanceStyle === 1) {
currentStyleName = languageTexts[currentLanguage].package2;
} else if (currentAppearanceStyle === 2) {
currentStyleName = languageTexts[currentLanguage].package3;
} else if (currentAppearanceStyle === 3) {
currentStyleName = languageTexts[currentLanguage].package4;
} else if (currentAppearanceStyle === 4) {
currentStyleName = languageTexts[currentLanguage].package5;
} else if (currentAppearanceStyle === 5) {
currentStyleName = languageTexts[currentLanguage].package6;
} else if (currentAppearanceStyle === 6) {
currentStyleName = languageTexts[currentLanguage].package7;
}
currentStyleText.setText(languageTexts[currentLanguage].selected + currentStyleName);
}
// Reposition statistics horizontally to display side by side with better spacing
blueStatsText.y = 0;
blueStatsText.x = -500;
redStatsText.y = 0;
redStatsText.x = 0;
drawStatsText.y = 0;
drawStatsText.x = 500;
}
// Start in menu mode
showMenu();
function updateTurnDisplay() {
if (gameMode === 'menu' || gameOver) {
blueTurnText.alpha = 0;
redTurnText.alpha = 0;
} else if (currentPlayer === 1) {
blueTurnText.alpha = 1;
redTurnText.alpha = 0;
} else {
blueTurnText.alpha = 0;
redTurnText.alpha = 1;
}
}
function showMenu() {
gameMode = 'menu';
gameBoard.alpha = 0;
settingsBtn.alpha = 1;
settingsBtn.interactive = true;
menuTitle.alpha = 1;
vsAIBtn.alpha = 1;
twoPlayerBtn.alpha = 1;
// Enable main menu interactions
vsAIBtn.interactive = true;
twoPlayerBtn.interactive = true;
blueTurnText.alpha = 0;
redTurnText.alpha = 0;
statusText.alpha = 0;
playAgainBtn.alpha = 0;
playAgainBtn.interactive = false;
playAgainBg.alpha = 0;
backBtn.alpha = 0;
backBtn.interactive = false;
exitBtn.alpha = 0;
exitBtn.interactive = false;
// Hide difficulty selection
difficultyTitle.alpha = 0;
easyBtn.alpha = 0;
normalBtn.alpha = 0;
hardBtn.alpha = 0;
// Disable difficulty button interactions
easyBtn.interactive = false;
normalBtn.interactive = false;
hardBtn.interactive = false;
// Hide blocks
// Stop any active animations on difficulty blocks
tween.stop(easyBlock);
tween.stop(normalBlock);
tween.stop(hardBlock);
easyBlock.alpha = 0;
normalBlock.alpha = 0;
hardBlock.alpha = 0;
// Hide confirmation dialog
confirmationBg.alpha = 0;
confirmationText.alpha = 0;
yesBtn.alpha = 0;
noBtn.alpha = 0;
// Disable confirmation dialog interactions
yesBtn.interactive = false;
noBtn.interactive = false;
// Hide statistics in menu
statsContainer.alpha = 0;
// Hide appearance button
changeAppearanceBtn.alpha = 0;
changeAppearanceBtn.interactive = false;
// Hide current style text
currentStyleText.alpha = 0;
// Hide package selection elements
packageTitle.alpha = 0;
package1Btn.alpha = 0;
package2Btn.alpha = 0;
package3Btn.alpha = 0;
package4Btn.alpha = 0;
package5Btn.alpha = 0;
package6Btn.alpha = 0;
package7Btn.alpha = 0;
package1Bg.alpha = 0;
package2Bg.alpha = 0;
package3Bg.alpha = 0;
package4Bg.alpha = 0;
package5Bg.alpha = 0;
package6Bg.alpha = 0;
package7Bg.alpha = 0;
// Disable package button interactions
package1Btn.interactive = false;
package2Btn.interactive = false;
package3Btn.interactive = false;
package4Btn.interactive = false;
package5Btn.interactive = false;
package6Btn.interactive = false;
package7Btn.interactive = false;
}
function showSettingsMenu() {
gameMode = 'settings';
// Hide main menu
settingsBtn.alpha = 0;
settingsBtn.interactive = false;
menuTitle.alpha = 0;
vsAIBtn.alpha = 0;
twoPlayerBtn.alpha = 0;
vsAIBtn.interactive = false;
twoPlayerBtn.interactive = false;
// Show back button and language button more prominently
backBtn.alpha = 1;
backBtn.interactive = true;
// Show appearance change button
changeAppearanceBtn.alpha = 1;
changeAppearanceBtn.interactive = true;
// Show current appearance style
var currentStyleName = '';
if (currentAppearanceStyle === 0) {
currentStyleName = languageTexts[currentLanguage].package1;
} else if (currentAppearanceStyle === 1) {
currentStyleName = languageTexts[currentLanguage].package2;
} else if (currentAppearanceStyle === 2) {
currentStyleName = languageTexts[currentLanguage].package3;
} else if (currentAppearanceStyle === 3) {
currentStyleName = languageTexts[currentLanguage].package4;
} else if (currentAppearanceStyle === 4) {
currentStyleName = languageTexts[currentLanguage].package5;
} else if (currentAppearanceStyle === 5) {
currentStyleName = languageTexts[currentLanguage].package6;
} else if (currentAppearanceStyle === 6) {
currentStyleName = languageTexts[currentLanguage].package7;
}
currentStyleText.setText(languageTexts[currentLanguage].selected + currentStyleName);
currentStyleText.alpha = 1;
// Hide package selection elements
packageTitle.alpha = 0;
package1Btn.alpha = 0;
package2Btn.alpha = 0;
package3Btn.alpha = 0;
package4Btn.alpha = 0;
package5Btn.alpha = 0;
package6Btn.alpha = 0;
package7Btn.alpha = 0;
package1Bg.alpha = 0;
package2Bg.alpha = 0;
package3Bg.alpha = 0;
package4Bg.alpha = 0;
package5Bg.alpha = 0;
package6Bg.alpha = 0;
package7Bg.alpha = 0;
// Disable package button interactions
package1Btn.interactive = false;
package2Btn.interactive = false;
package3Btn.interactive = false;
package4Btn.interactive = false;
package5Btn.interactive = false;
package6Btn.interactive = false;
package7Btn.interactive = false;
}
function showDifficultySelection() {
gameMode = 'difficulty';
// Hide main menu
menuTitle.alpha = 0;
vsAIBtn.alpha = 0;
twoPlayerBtn.alpha = 0;
// Disable main menu interactions
vsAIBtn.interactive = false;
twoPlayerBtn.interactive = false;
// Hide settings button in difficulty selection
settingsBtn.alpha = 0;
settingsBtn.interactive = false;
// Show difficulty selection
difficultyTitle.alpha = 1;
easyBtn.alpha = 1;
normalBtn.alpha = 1;
hardBtn.alpha = 1;
backBtn.alpha = 1;
// Enable difficulty button interactions
easyBtn.interactive = true;
normalBtn.interactive = true;
hardBtn.interactive = true;
backBtn.interactive = true;
// Show and animate blocks
easyBlock.alpha = 0.3;
normalBlock.alpha = 0.3;
hardBlock.alpha = 0.3;
animateDifficultyBlocks();
}
function startGame(mode) {
gameMode = mode;
isAIMode = mode === 'ai';
gameBoard.alpha = 1;
settingsBtn.alpha = 0;
settingsBtn.interactive = false;
menuTitle.alpha = 0;
vsAIBtn.alpha = 0;
twoPlayerBtn.alpha = 0;
// Disable menu interactions
vsAIBtn.interactive = false;
twoPlayerBtn.interactive = false;
// Hide difficulty selection
difficultyTitle.alpha = 0;
easyBtn.alpha = 0;
normalBtn.alpha = 0;
hardBtn.alpha = 0;
// Disable difficulty button interactions
easyBtn.interactive = false;
normalBtn.interactive = false;
hardBtn.interactive = false;
// Hide blocks
easyBlock.alpha = 0;
normalBlock.alpha = 0;
hardBlock.alpha = 0;
// Hide confirmation dialog
confirmationBg.alpha = 0;
confirmationText.alpha = 0;
yesBtn.alpha = 0;
noBtn.alpha = 0;
// Disable confirmation dialog interactions
yesBtn.interactive = false;
noBtn.interactive = false;
// Hide back button in all game modes once game starts
backBtn.alpha = 0;
backBtn.interactive = false;
exitBtn.alpha = 1;
// Enable exit button interaction
exitBtn.interactive = true;
// In AI mode, player (1) always starts first
if (isAIMode) {
currentPlayer = 1;
} else {
// In two player mode, random start
currentPlayer = Math.random() < 0.5 ? 1 : 2;
}
updateTurnDisplay();
// Hide settings and package elements
changeAppearanceBtn.alpha = 0;
changeAppearanceBtn.interactive = false;
// Hide current style text
currentStyleText.alpha = 0;
packageTitle.alpha = 0;
package1Btn.alpha = 0;
package2Btn.alpha = 0;
package3Btn.alpha = 0;
package4Btn.alpha = 0;
package5Btn.alpha = 0;
package6Btn.alpha = 0;
package7Btn.alpha = 0;
package1Bg.alpha = 0;
package2Bg.alpha = 0;
package3Bg.alpha = 0;
package4Bg.alpha = 0;
package5Bg.alpha = 0;
package6Bg.alpha = 0;
package7Bg.alpha = 0;
// Disable package button interactions
package1Btn.interactive = false;
package2Btn.interactive = false;
package3Btn.interactive = false;
package4Btn.interactive = false;
package5Btn.interactive = false;
package6Btn.interactive = false;
package7Btn.interactive = false;
// Show statistics during gameplay
statsContainer.alpha = 1;
}
function checkWin() {
var winner = 0;
var winPositions = [];
// Check rows
for (var row = 0; row < 3; row++) {
if (grid[row][0].value !== 0 && grid[row][0].value === grid[row][1].value && grid[row][1].value === grid[row][2].value) {
winner = grid[row][0].value;
winPositions = [{
row: row,
col: 0
}, {
row: row,
col: 1
}, {
row: row,
col: 2
}];
break;
}
}
// Check columns
if (winner === 0) {
for (var col = 0; col < 3; col++) {
if (grid[0][col].value !== 0 && grid[0][col].value === grid[1][col].value && grid[1][col].value === grid[2][col].value) {
winner = grid[0][col].value;
winPositions = [{
row: 0,
col: col
}, {
row: 1,
col: col
}, {
row: 2,
col: col
}];
break;
}
}
}
// Check diagonals
if (winner === 0) {
if (grid[0][0].value !== 0 && grid[0][0].value === grid[1][1].value && grid[1][1].value === grid[2][2].value) {
winner = grid[0][0].value;
winPositions = [{
row: 0,
col: 0
}, {
row: 1,
col: 1
}, {
row: 2,
col: 2
}];
} else if (grid[0][2].value !== 0 && grid[0][2].value === grid[1][1].value && grid[1][1].value === grid[2][0].value) {
winner = grid[0][2].value;
winPositions = [{
row: 0,
col: 2
}, {
row: 1,
col: 1
}, {
row: 2,
col: 0
}];
}
}
if (winner !== 0) {
gameOver = true;
showWinner(winner, winPositions);
return;
}
// Check for draw
var isDraw = true;
for (var r = 0; r < 3; r++) {
for (var c = 0; c < 3; c++) {
if (grid[r][c].value === 0) {
isDraw = false;
break;
}
}
if (!isDraw) break;
}
if (isDraw) {
gameOver = true;
showDraw();
}
}
function showWinner(winner, positions) {
LK.getSound('win').play();
// Update statistics
if (winner === 1) {
gameStats.blueWins++;
storage.blueWins = gameStats.blueWins;
} else {
gameStats.redWins++;
storage.redWins = gameStats.redWins;
}
// Update statistics display
blueStatsText.setText(languageTexts[currentLanguage].blueWins + gameStats.blueWins);
redStatsText.setText(languageTexts[currentLanguage].redWins + gameStats.redWins);
// Custom winner messages based on appearance style
var winnerText = '';
if (currentAppearanceStyle === 0) {
// Klasik X-O
winnerText = winner === 1 ? languageTexts[currentLanguage].blueWin : languageTexts[currentLanguage].redWin;
} else if (currentAppearanceStyle === 1) {
// Tom ve Jerry
if (currentLanguage === 'tr') {
winnerText = winner === 1 ? 'TOM KAZANDI!' : 'JERRY KAZANDI!';
} else {
winnerText = winner === 1 ? 'TOM WON!' : 'JERRY WON!';
}
} else if (currentAppearanceStyle === 2) {
// Batman vs Joker
if (currentLanguage === 'tr') {
winnerText = winner === 1 ? 'BATMAN KAZANDI!' : 'JOKER KAZANDI!';
} else {
winnerText = winner === 1 ? 'BATMAN WON!' : 'JOKER WON!';
}
} else if (currentAppearanceStyle === 3) {
// Ronaldo vs. Messi
if (currentLanguage === 'tr') {
winnerText = winner === 1 ? 'RONALDO KAZANDI!' : 'MESSI KAZANDI!';
} else {
winnerText = winner === 1 ? 'RONALDO WON!' : 'MESSI WON!';
}
} else if (currentAppearanceStyle === 4) {
// Spiderman vs Venom
if (currentLanguage === 'tr') {
winnerText = winner === 1 ? 'SPIDERMAN KAZANDI!' : 'VENOM KAZANDI!';
} else {
winnerText = winner === 1 ? 'SPIDERMAN WON!' : 'VENOM WON!';
}
} else if (currentAppearanceStyle === 5) {
// Steve vs Alex
if (currentLanguage === 'tr') {
winnerText = winner === 1 ? 'STEVE KAZANDI!' : 'ALEX KAZANDI!';
} else {
winnerText = winner === 1 ? 'STEVE WON!' : 'ALEX WON!';
}
} else if (currentAppearanceStyle === 6) {
// Steve vs Alex
if (currentLanguage === 'tr') {
winnerText = winner === 1 ? 'STEVE KAZANDI!' : 'ALEX KAZANDI!';
} else {
winnerText = winner === 1 ? 'STEVE WON!' : 'ALEX WON!';
}
}
var winnerColor = 0x000000; // Black color
statusText.setText(winnerText);
statusText.fill = winnerColor;
statusText.alpha = 1;
blueTurnText.alpha = 0;
redTurnText.alpha = 0;
// Show win line
winLine = gameBoard.addChild(new WinLine());
var startPos = grid[positions[0].row][positions[0].col];
var endPos = grid[positions[2].row][positions[2].col];
var lineColor = winner === 1 ? 0x00aaff : 0xff4444;
winLine.showWinLine(startPos.x, startPos.y, endPos.x, endPos.y, lineColor);
// Show play again button with background
playAgainBtn.interactive = true;
tween(playAgainBg, {
alpha: 0.9
}, {
duration: 500
});
tween(playAgainBtn, {
alpha: 1
}, {
duration: 500
});
// Add pulsing animation to make it more prominent
tween(playAgainBg, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 800,
easing: tween.easeInOut,
repeat: -1,
yoyo: true
});
}
function showDraw() {
// Update statistics
gameStats.draws++;
storage.draws = gameStats.draws;
// Update statistics display
drawStatsText.setText(languageTexts[currentLanguage].draws + gameStats.draws);
statusText.setText(languageTexts[currentLanguage].draw);
statusText.fill = 0x000000; // Black color
statusText.alpha = 1;
blueTurnText.alpha = 0;
redTurnText.alpha = 0;
// Show play again button with background
playAgainBtn.interactive = true;
tween(playAgainBg, {
alpha: 0.9
}, {
duration: 500
});
tween(playAgainBtn, {
alpha: 1
}, {
duration: 500
});
// Add pulsing animation to make it more prominent
tween(playAgainBg, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 800,
easing: tween.easeInOut,
repeat: -1,
yoyo: true
});
}
function makeAIMove() {
if (gameOver || currentPlayer !== 2) return;
// Extra validation for game state
if (!isAIMode || gameMode !== 'ai') return;
// Don't proceed if AI is already processing
if (aiProcessing) return;
// Set AI processing flag to prevent consecutive moves
aiProcessing = true;
// Add safety timeout to clear flag in case of errors
var safetyTimeout = LK.setTimeout(function () {
if (aiProcessing) {
console.log("AI safety timeout triggered - clearing processing flag");
aiProcessing = false; // Safety clear after 5 seconds
}
}, 5000);
// Variable thinking time based on difficulty
var minTime, maxTime;
if (aiDifficulty === 'easy') {
minTime = 300;
maxTime = 800;
} else if (aiDifficulty === 'normal') {
minTime = 500;
maxTime = 1200;
} else {
// hard
minTime = 800;
maxTime = 2000;
}
var thinkingTime = minTime + Math.floor(Math.random() * (maxTime - minTime));
// Use setTimeout to yield frame and prevent blocking
LK.setTimeout(function () {
// Clear the safety timeout since we're now processing
if (safetyTimeout) {
LK.clearTimeout(safetyTimeout);
safetyTimeout = null;
}
// Recheck game state after timeout - ensure AI flag is always cleared
if (gameOver || currentPlayer !== 2 || !isAIMode || gameMode !== 'ai') {
aiProcessing = false;
return;
}
// Additional validation to prevent AI moves during player turn
if (isAIMode && currentPlayer === 1) {
aiProcessing = false;
return;
}
// Extra safety check - if game state is invalid, clear flag
if (!isAIMode || gameMode !== 'ai') {
aiProcessing = false;
return;
}
// Find best move using difficulty-specific strategy
var bestMove = findBestMove();
var moveSuccess = false;
// Validate that we have a valid move and it's still empty
if (bestMove && bestMove.value === 0) {
// Validate coordinates are within bounds
if (bestMove.row >= 0 && bestMove.row < 3 && bestMove.col >= 0 && bestMove.col < 3) {
// Double check the cell is still valid before AI places marker
var targetCell = grid[bestMove.row][bestMove.col];
if (targetCell && targetCell.value === 0 && !gameOver && currentPlayer === 2 && !targetCell.marker) {
if (targetCell.placeMarker(2, function () {
// This callback runs after the AI marker animation completes
checkWin();
if (!gameOver) {
currentPlayer = 1;
updateTurnDisplay();
}
// Clear AI processing flag after move is complete
aiProcessing = false;
})) {
moveSuccess = true;
}
}
}
}
// If the best move failed for any reason, find any empty cell as fallback
if (!moveSuccess && !gameOver && currentPlayer === 2) {
var emptyCells = [];
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 3; col++) {
if (grid[row][col].value === 0 && !grid[row][col].marker) {
emptyCells.push(grid[row][col]);
}
}
}
// Try to place marker on any empty cell
if (emptyCells.length > 0) {
var fallbackCell = emptyCells[Math.floor(Math.random() * emptyCells.length)];
if (fallbackCell.placeMarker(2, function () {
// This callback runs after the fallback AI marker animation completes
checkWin();
if (!gameOver) {
currentPlayer = 1;
updateTurnDisplay();
}
// Clear AI processing flag after move is complete
aiProcessing = false;
})) {
moveSuccess = true;
}
}
}
// If no move was made, clear the processing flag
if (!moveSuccess) {
aiProcessing = false;
}
}, thinkingTime);
}
function findBestMove() {
var emptyCells = [];
var winningMoves = [];
var blockingMoves = [];
var forkMoves = [];
var blockForkMoves = [];
var cornerCells = [];
var edgeCells = [];
var validCells = [];
// Collect all valid empty cells
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 3; col++) {
var cell = grid[row][col];
if (cell && cell.value === 0) {
emptyCells.push(cell);
validCells.push(cell);
// Categorize cell positions
if ((row === 0 || row === 2) && (col === 0 || col === 2)) {
cornerCells.push(cell);
} else if (row === 1 && col === 1) {
// Center cell - handled separately
} else {
edgeCells.push(cell);
}
}
}
}
// Early exit if no valid moves
if (validCells.length === 0) {
return null;
}
// Ensure we always have at least one valid cell to return
if (emptyCells.length === 0) {
return null;
}
// Easy mode: Make deliberate mistakes and play suboptimally
if (aiDifficulty === 'easy') {
// 70% chance to make a completely random move
if (Math.random() < 0.7) {
return validCells[Math.floor(Math.random() * validCells.length)];
}
// 20% chance to avoid winning moves (make mistakes)
if (Math.random() < 0.2) {
var nonWinningMoves = [];
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
cell.value = 2;
if (!checkWinCondition(2)) {
nonWinningMoves.push(cell);
}
cell.value = 0;
}
if (nonWinningMoves.length > 0) {
return nonWinningMoves[Math.floor(Math.random() * nonWinningMoves.length)];
}
}
// 10% chance to miss blocking player wins
if (Math.random() < 0.1) {
var nonBlockingMoves = [];
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
cell.value = 1;
if (!checkWinCondition(1)) {
nonBlockingMoves.push(cell);
}
cell.value = 0;
}
if (nonBlockingMoves.length > 0) {
return nonBlockingMoves[Math.floor(Math.random() * nonBlockingMoves.length)];
}
}
// Default: play randomly from all valid moves
return validCells[Math.floor(Math.random() * validCells.length)];
}
// Normal mode: Balanced play with occasional mistakes
if (aiDifficulty === 'normal') {
// Priority 1: Check if AI can win immediately
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
cell.value = 2;
if (checkWinCondition(2)) {
cell.value = 0;
return cell;
}
cell.value = 0;
}
// Priority 2: Block player from winning
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
cell.value = 1;
if (checkWinCondition(1)) {
cell.value = 0;
if (Math.random() > 0.02) {
return cell;
}
}
cell.value = 0;
}
// Priority 3: Create forks
if (Math.random() < 0.85) {
forkMoves = checkForFork(2);
if (forkMoves.length > 0) {
return forkMoves[0];
}
}
// Priority 4: Block player forks
if (Math.random() < 0.8) {
var playerForkMoves = checkForFork(1);
if (playerForkMoves.length > 0) {
if (playerForkMoves.length === 1) {
return playerForkMoves[0];
} else {
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
cell.value = 2;
var createsThreats = false;
for (var j = 0; j < emptyCells.length; j++) {
if (i !== j) {
var testCell = emptyCells[j];
testCell.value = 2;
if (checkWinCondition(2)) {
createsThreats = true;
}
testCell.value = 0;
}
}
cell.value = 0;
if (createsThreats) {
return cell;
}
}
return playerForkMoves[0];
}
}
}
// Priority 5: Basic strategy
if (Math.random() < 0.7) {
var strategicMoves = [];
if (grid[1][1].value === 0) {
strategicMoves.push(grid[1][1]);
strategicMoves.push(grid[1][1]);
}
for (var i = 0; i < cornerCells.length; i++) {
strategicMoves.push(cornerCells[i]);
}
if (strategicMoves.length > 0) {
return strategicMoves[Math.floor(Math.random() * strategicMoves.length)];
}
}
if (emptyCells.length > 0) {
return emptyCells[Math.floor(Math.random() * emptyCells.length)];
}
}
// Advanced position evaluation for hard mode AI
function evaluateHardModePosition(cell) {
var score = 0;
var row = cell.row;
var col = cell.col;
// Base positional values with strategic weighting
if (row === 1 && col === 1) {
score += 15; // Center dominance
} else if ((row === 0 || row === 2) && (col === 0 || col === 2)) {
score += 12; // Corner control
} else {
score += 8; // Edge positions
}
// Evaluate line potential (how many lines this position affects)
var linesControlled = 0;
var lineValues = 0;
// Check row control
var rowEmpty = 0,
rowAI = 0,
rowPlayer = 0;
for (var c = 0; c < 3; c++) {
if (grid[row][c].value === 0) rowEmpty++;else if (grid[row][c].value === 2) rowAI++;else rowPlayer++;
}
if (rowPlayer === 0) {
linesControlled++;
lineValues += rowAI * 3 + rowEmpty;
}
// Check column control
var colEmpty = 0,
colAI = 0,
colPlayer = 0;
for (var r = 0; r < 3; r++) {
if (grid[r][col].value === 0) colEmpty++;else if (grid[r][col].value === 2) colAI++;else colPlayer++;
}
if (colPlayer === 0) {
linesControlled++;
lineValues += colAI * 3 + colEmpty;
}
// Check main diagonal
if (row === col) {
var diagEmpty = 0,
diagAI = 0,
diagPlayer = 0;
for (var i = 0; i < 3; i++) {
if (grid[i][i].value === 0) diagEmpty++;else if (grid[i][i].value === 2) diagAI++;else diagPlayer++;
}
if (diagPlayer === 0) {
linesControlled++;
lineValues += diagAI * 3 + diagEmpty;
}
}
// Check anti-diagonal
if (row + col === 2) {
var antiDiagEmpty = 0,
antiDiagAI = 0,
antiDiagPlayer = 0;
for (var i = 0; i < 3; i++) {
if (grid[i][2 - i].value === 0) antiDiagEmpty++;else if (grid[i][2 - i].value === 2) antiDiagAI++;else antiDiagPlayer++;
}
if (antiDiagPlayer === 0) {
linesControlled++;
lineValues += antiDiagAI * 3 + antiDiagEmpty;
}
}
score += linesControlled * 6 + lineValues * 2;
// Strategic pattern bonuses
// Opposite corner control
if (row === 0 && col === 0 && grid[2][2].value === 2 || row === 2 && col === 2 && grid[0][0].value === 2 || row === 0 && col === 2 && grid[2][0].value === 2 || row === 2 && col === 0 && grid[0][2].value === 2) {
score += 8; // Diagonal dominance
}
// Adjacent to AI pieces (connection bonus)
var adjacentAI = 0;
var checkAdj = [{
r: row - 1,
c: col
}, {
r: row + 1,
c: col
}, {
r: row,
c: col - 1
}, {
r: row,
c: col + 1
}];
for (var i = 0; i < checkAdj.length; i++) {
var adj = checkAdj[i];
if (adj.r >= 0 && adj.r < 3 && adj.c >= 0 && adj.c < 3) {
if (grid[adj.r][adj.c].value === 2) adjacentAI++;
}
}
score += adjacentAI * 4;
return score;
}
// Check for forks (moves that create two winning threats)
function checkForFork(player) {
var forkCells = [];
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
cell.value = player;
var winningLineCount = 0;
// Count how many winning moves this creates
for (var j = 0; j < emptyCells.length; j++) {
if (i !== j) {
var testCell = emptyCells[j];
testCell.value = player;
if (checkWinCondition(player)) {
winningLineCount++;
}
testCell.value = 0;
}
}
cell.value = 0;
if (winningLineCount >= 2) {
forkCells.push(cell);
}
}
return forkCells;
}
// Adjust strategy based on difficulty
var randomnessFactor = Math.random();
// Difficulty-based mistake chances
var strategyQuality;
if (aiDifficulty === 'easy') {
strategyQuality = 0; // No strategic moves
} else if (aiDifficulty === 'normal') {
strategyQuality = 0.6; // Medium quality strategic moves
} else {
// hard - Perfect play with zero mistakes
strategyQuality = 1.0; // Perfect strategic moves
}
// Hard mode AI - Perfect play with advanced strategy evaluation
if (aiDifficulty === 'hard') {
// Priority 1: ALWAYS win if possible (0% miss rate)
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
cell.value = 2;
if (checkWinCondition(2)) {
cell.value = 0;
return cell; // IMMEDIATELY take winning move - no randomness
}
cell.value = 0;
}
// Priority 2: ALWAYS block player wins (0% miss rate)
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
cell.value = 1;
if (checkWinCondition(1)) {
cell.value = 0;
return cell; // IMMEDIATELY block - no randomness
}
cell.value = 0;
}
// Priority 3: Create forks (multiple winning threats)
forkMoves = checkForFork(2);
if (forkMoves.length > 0) {
return forkMoves[0]; // Take any fork opportunity
}
// Priority 4: Block player forks with counter-strategy
var playerForkMoves = checkForFork(1);
if (playerForkMoves.length > 0) {
// If player can create multiple forks, create a counter-threat
if (playerForkMoves.length > 1) {
// Look for moves that force player to defend while blocking fork
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
cell.value = 2;
var threatsCreated = 0;
for (var j = 0; j < emptyCells.length; j++) {
if (i !== j) {
var testCell = emptyCells[j];
testCell.value = 2;
if (checkWinCondition(2)) {
threatsCreated++;
}
testCell.value = 0;
}
}
cell.value = 0;
if (threatsCreated > 0) {
return cell; // Counter-threat to force defense
}
}
}
// Otherwise block the fork
return playerForkMoves[0];
}
// Priority 5: Optimal opening strategy
if (emptyCells.length === 9) {
// First move: always take center or corner
if (grid[1][1].value === 0) {
return grid[1][1]; // Center is strongest opening
} else {
return cornerCells[0]; // Fallback to corner
}
}
if (emptyCells.length === 8) {
// Second move response
if (grid[1][1].value === 1) {
// Player took center, take any corner
return cornerCells[0];
} else {
// Player took corner or edge, take center
if (grid[1][1].value === 0) {
return grid[1][1];
}
}
}
// Priority 6: Advanced positional strategy with minimax evaluation
var bestMove = null;
var bestScore = -1000;
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
var score = evaluateHardModePosition(cell);
// Add advanced tactical bonuses
if (cell.row === 1 && cell.col === 1) score += 15; // Center control
if ((cell.row === 0 || cell.row === 2) && (cell.col === 0 || cell.col === 2)) score += 12; // Corner control
// Evaluate future position strength
cell.value = 2;
var futureThreats = 0;
for (var j = 0; j < emptyCells.length; j++) {
if (i !== j) {
var testCell = emptyCells[j];
testCell.value = 2;
if (checkWinCondition(2)) futureThreats++;
testCell.value = 0;
}
}
score += futureThreats * 8; // Bonus for creating future threats
cell.value = 0;
if (score > bestScore) {
bestScore = score;
bestMove = cell;
}
}
if (bestMove) {
return bestMove;
}
}
// Priority 5: Advanced tactical personalities
var moveChoices = [];
var moveScores = [];
if (aiPersonality === 0) {
// Perfect player - uses optimal strategy
if (emptyCells.length === 9) {
// First move: prefer corner
moveChoices = cornerCells.slice();
} else if (emptyCells.length === 8) {
// Second move response
if (grid[1][1].value === 1) {
// Player took center, take corner
moveChoices = cornerCells.slice();
} else {
// Player took corner or edge, take center
if (grid[1][1].value === 0) {
moveChoices.push(grid[1][1]);
}
}
} else {
// Evaluate all positions
for (var i = 0; i < emptyCells.length; i++) {
var score = evaluatePosition(emptyCells[i]);
moveScores.push({
cell: emptyCells[i],
score: score
});
}
moveScores.sort(function (a, b) {
return b.score - a.score;
});
// Take top scoring moves
var topScore = moveScores[0].score;
for (var i = 0; i < moveScores.length; i++) {
if (moveScores[i].score >= topScore - 1) {
moveChoices.push(moveScores[i].cell);
}
}
}
} else if (aiPersonality === 1) {
// Trap setter - tries to create winning patterns
if (grid[1][1].value === 0) {
moveChoices.push(grid[1][1]);
moveChoices.push(grid[1][1]); // Double weight
}
// Look for L-shaped patterns
if (grid[0][0].value === 2 && grid[2][2].value === 0) {
moveChoices.push(grid[2][2]);
}
if (grid[0][2].value === 2 && grid[2][0].value === 0) {
moveChoices.push(grid[2][0]);
}
// Add corners for trap potential
if (cornerCells.length > 0) {
moveChoices = moveChoices.concat(cornerCells);
}
} else if (aiPersonality === 2) {
// Defensive player - blocks and controls center
if (grid[1][1].value === 0) {
moveChoices.push(grid[1][1]);
moveChoices.push(grid[1][1]);
moveChoices.push(grid[1][1]); // Triple weight for center
}
// Prefer moves that block multiple lines
for (var i = 0; i < emptyCells.length; i++) {
var blockCount = countWinningLines(emptyCells[i].row, emptyCells[i].col, 1);
if (blockCount >= 2) {
moveChoices.push(emptyCells[i]);
}
}
if (moveChoices.length === 0 && cornerCells.length > 0) {
moveChoices = cornerCells.slice();
}
} else if (aiPersonality === 3) {
// Mirror player - plays symmetrically
var playerMoves = [];
for (var r = 0; r < 3; r++) {
for (var c = 0; c < 3; c++) {
if (grid[r][c].value === 1) {
playerMoves.push({
row: r,
col: c
});
}
}
}
if (playerMoves.length > 0) {
var lastMove = playerMoves[playerMoves.length - 1];
// Try to mirror across center
var mirrorRow = 2 - lastMove.row;
var mirrorCol = 2 - lastMove.col;
if (grid[mirrorRow][mirrorCol].value === 0) {
moveChoices.push(grid[mirrorRow][mirrorCol]);
moveChoices.push(grid[mirrorRow][mirrorCol]); // Double weight
}
}
// Add strategic positions
if (grid[1][1].value === 0) {
moveChoices.push(grid[1][1]);
}
if (cornerCells.length > 0) {
moveChoices.push(cornerCells[Math.floor(Math.random() * cornerCells.length)]);
}
} else if (aiPersonality === 4) {
// Edge control player - unusual but effective
if (edgeCells.length > 0) {
// Prefer edges that connect to existing pieces
for (var i = 0; i < edgeCells.length; i++) {
var edge = edgeCells[i];
var adjacentAI = 0;
// Check adjacent cells
var checkPositions = [{
r: edge.row - 1,
c: edge.col
}, {
r: edge.row + 1,
c: edge.col
}, {
r: edge.row,
c: edge.col - 1
}, {
r: edge.row,
c: edge.col + 1
}];
for (var j = 0; j < checkPositions.length; j++) {
var pos = checkPositions[j];
if (pos.r >= 0 && pos.r < 3 && pos.c >= 0 && pos.c < 3) {
if (grid[pos.r][pos.c].value === 2) {
adjacentAI++;
}
}
}
if (adjacentAI > 0) {
moveChoices.push(edge);
moveChoices.push(edge); // Double weight for connected edges
}
}
if (moveChoices.length === 0) {
moveChoices = edgeCells.slice();
}
}
// Sometimes take center
if (Math.random() < 0.3 && grid[1][1].value === 0) {
moveChoices.push(grid[1][1]);
}
} else if (aiPersonality === 5) {
// Chaos player - creates complex board states
var complexityScore = [];
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
// Calculate how many lines this move affects
var linesAffected = 0;
if (true) linesAffected++; // Row
if (true) linesAffected++; // Column
if (cell.row === cell.col || cell.row + cell.col === 2) {
linesAffected++; // Diagonal
}
complexityScore.push({
cell: cell,
complexity: linesAffected
});
}
// Prefer high complexity moves
complexityScore.sort(function (a, b) {
return b.complexity - a.complexity;
});
for (var i = 0; i < Math.min(3, complexityScore.length); i++) {
moveChoices.push(complexityScore[i].cell);
}
} else if (aiPersonality === 6) {
// Pattern player - follows specific winning patterns
var patterns = [
// Corner-opposite-corner
[{
r: 0,
c: 0
}, {
r: 2,
c: 2
}], [{
r: 0,
c: 2
}, {
r: 2,
c: 0
}],
// L-shapes
[{
r: 0,
c: 0
}, {
r: 0,
c: 2
}], [{
r: 0,
c: 0
}, {
r: 2,
c: 0
}], [{
r: 2,
c: 2
}, {
r: 2,
c: 0
}], [{
r: 2,
c: 2
}, {
r: 0,
c: 2
}]];
for (var p = 0; p < patterns.length; p++) {
var pattern = patterns[p];
var hasFirst = grid[pattern[0].r][pattern[0].c].value === 2;
var secondEmpty = grid[pattern[1].r][pattern[1].c].value === 0;
if (hasFirst && secondEmpty) {
moveChoices.push(grid[pattern[1].r][pattern[1].c]);
moveChoices.push(grid[pattern[1].r][pattern[1].c]); // Double weight
}
}
// Default to smart positions
if (moveChoices.length === 0) {
if (grid[1][1].value === 0) {
moveChoices.push(grid[1][1]);
}
if (cornerCells.length > 0) {
moveChoices = moveChoices.concat(cornerCells);
}
}
} else {
// Adaptive player - changes strategy based on game state
var gamePhase = 9 - emptyCells.length; // 0-8, higher = later
if (gamePhase <= 2) {
// Early game: control key positions
if (grid[1][1].value === 0) {
moveChoices.push(grid[1][1]);
moveChoices.push(grid[1][1]);
}
if (cornerCells.length > 0) {
moveChoices = moveChoices.concat(cornerCells);
}
} else if (gamePhase <= 5) {
// Mid game: create threats
for (var i = 0; i < emptyCells.length; i++) {
var threatLevel = countWinningLines(emptyCells[i].row, emptyCells[i].col, 2);
if (threatLevel >= 1) {
moveChoices.push(emptyCells[i]);
if (threatLevel >= 2) {
moveChoices.push(emptyCells[i]); // Extra weight for multi-threats
}
}
}
} else {
// Late game: optimize winning chances
for (var i = 0; i < emptyCells.length; i++) {
moveChoices.push(emptyCells[i]);
}
}
}
// Add calculated randomness
if (Math.random() < 0.1) {
// 10% chance to add unexpected move
if (validCells.length > 0) {
var randomCell = validCells[Math.floor(Math.random() * validCells.length)];
moveChoices.push(randomCell);
}
}
// If we have strategic choices, pick from them
if (moveChoices.length > 0) {
// Sometimes pick the most frequent choice (if duplicates exist)
var choiceFrequency = {};
for (var i = 0; i < moveChoices.length; i++) {
var key = moveChoices[i].row + ',' + moveChoices[i].col;
choiceFrequency[key] = (choiceFrequency[key] || 0) + 1;
}
// Create weighted selection
var weightedChoices = [];
for (var i = 0; i < moveChoices.length; i++) {
weightedChoices.push(moveChoices[i]);
}
return weightedChoices[Math.floor(Math.random() * weightedChoices.length)];
}
// Easy mode already handled above with helpful logic
// Final fallback: intelligent selection
var fallbackChoices = [];
// Prioritize based on position value (less strategic in easy mode)
if (aiDifficulty !== 'easy' || Math.random() < 0.5) {
if (grid[1][1].value === 0) {
fallbackChoices.push(grid[1][1]);
}
}
if (cornerCells.length > 0 && (aiDifficulty !== 'easy' || Math.random() < 0.6)) {
fallbackChoices = fallbackChoices.concat(cornerCells);
}
if (edgeCells.length > 0 && (aiDifficulty === 'easy' || Math.random() < 0.3)) {
fallbackChoices.push(edgeCells[Math.floor(Math.random() * edgeCells.length)]);
}
if (fallbackChoices.length === 0) {
fallbackChoices = validCells;
}
if (fallbackChoices.length > 0) {
return fallbackChoices[Math.floor(Math.random() * fallbackChoices.length)];
}
// Ultimate fallback: return first empty cell found
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 3; col++) {
if (grid[row][col].value === 0 && !grid[row][col].marker) {
return grid[row][col];
}
}
}
// If still no valid move found, return any empty cell regardless of marker status
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 3; col++) {
if (grid[row][col].value === 0) {
return grid[row][col];
}
}
}
return null;
}
function checkWinCondition(player) {
// Check rows
for (var row = 0; row < 3; row++) {
if (grid[row][0].value === player && grid[row][1].value === player && grid[row][2].value === player) {
return true;
}
}
// Check columns
for (var col = 0; col < 3; col++) {
if (grid[0][col].value === player && grid[1][col].value === player && grid[2][col].value === player) {
return true;
}
}
// Check diagonals
if (grid[0][0].value === player && grid[1][1].value === player && grid[2][2].value === player) {
return true;
}
if (grid[0][2].value === player && grid[1][1].value === player && grid[2][0].value === player) {
return true;
}
return false;
}
function resetGame() {
gameOver = false;
// Immediately clear AI processing to prevent stuck states
aiProcessing = false;
// Clear any pending AI timeouts
LK.clearTimeout(); // Clear any pending timeouts
// Stop all active tweens to prevent conflicts
// Stop tweens on UI elements
tween.stop(playAgainBg);
tween.stop(playAgainBtn);
tween.stop(statusText);
// Stop tweens on difficulty blocks
tween.stop(easyBlock);
tween.stop(normalBlock);
tween.stop(hardBlock);
// Stop tweens on confirmation dialog elements
tween.stop(confirmationBg);
tween.stop(confirmationText);
tween.stop(yesBtn);
tween.stop(noBtn);
// Stop tweens on all cell markers
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 3; col++) {
var cell = grid[row][col];
if (cell.marker) {
tween.stop(cell.marker);
}
}
}
// Force clear any stuck AI state
if (isAIMode && currentPlayer === 2) {
currentPlayer = 1; // Reset to player's turn
}
// Start according to game mode
if (gameMode === 'ai') {
currentPlayer = 1; // Player always starts in AI mode
isAIMode = true;
} else if (gameMode === 'twoPlayer') {
currentPlayer = Math.random() < 0.5 ? 1 : 2;
isAIMode = false;
} else {
// Menu mode
currentPlayer = 1;
isAIMode = false;
}
// Clear grid
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 3; col++) {
var cell = grid[row][col];
cell.value = 0;
if (cell.marker) {
// Stop any active tweens on marker before destroying
tween.stop(cell.marker);
// Reset marker properties to prevent visual glitches
cell.marker.alpha = 0;
cell.marker.scaleX = 1;
cell.marker.scaleY = 1;
cell.marker.tint = 0xffffff;
cell.marker.rotation = 0;
// Remove from parent before destroying
if (cell.marker.parent) {
cell.marker.parent.removeChild(cell.marker);
}
cell.marker.destroy();
cell.marker = null;
}
// Clean up second marker for Tom ve Jerry style
if (cell.marker2) {
// Stop any active tweens on second marker before destroying
tween.stop(cell.marker2);
// Reset marker properties to prevent visual glitches
cell.marker2.alpha = 0;
cell.marker2.scaleX = 1;
cell.marker2.scaleY = 1;
cell.marker2.tint = 0xffffff;
cell.marker2.rotation = 0;
// Remove from parent before destroying
if (cell.marker2.parent) {
cell.marker2.parent.removeChild(cell.marker2);
}
cell.marker2.destroy();
cell.marker2 = null;
}
}
}
// Clear UI
statusText.setText('');
statusText.alpha = 0;
playAgainBtn.alpha = 0;
playAgainBg.alpha = 0;
// Stop any pulsing animation on play again button
tween.stop(playAgainBg);
tween.stop(playAgainBtn);
playAgainBg.scaleX = 1;
playAgainBg.scaleY = 1;
playAgainBtn.interactive = false;
// Hide all settings and package UI elements
changeAppearanceBtn.alpha = 0;
changeAppearanceBtn.interactive = false;
// Hide current style text
currentStyleText.alpha = 0;
packageTitle.alpha = 0;
package1Btn.alpha = 0;
package2Btn.alpha = 0;
package3Btn.alpha = 0;
package4Btn.alpha = 0;
package5Btn.alpha = 0;
package6Btn.alpha = 0;
package7Btn.alpha = 0;
package1Bg.alpha = 0;
package2Bg.alpha = 0;
package3Bg.alpha = 0;
package4Bg.alpha = 0;
package5Bg.alpha = 0;
package6Bg.alpha = 0;
package7Bg.alpha = 0;
// Disable package button interactions
package1Btn.interactive = false;
package2Btn.interactive = false;
package3Btn.interactive = false;
package4Btn.interactive = false;
package5Btn.interactive = false;
package6Btn.interactive = false;
package7Btn.interactive = false;
// Remove win line
if (winLine) {
// Stop any active tweens on win line to prevent memory leaks
tween.stop(winLine.line);
tween.stop(winLine); // Stop any tweens on the container too
// Reset line properties before destroying
winLine.line.alpha = 0;
winLine.line.scaleX = 0;
winLine.line.tint = 0xffffff; // Reset tint
// Remove from parent before destroying
if (winLine.parent) {
winLine.parent.removeChild(winLine);
}
winLine.destroy();
winLine = null;
}
updateTurnDisplay();
}
// Play again button handler
playAgainBtn.down = function (x, y, obj) {
if (gameOver) {
resetGame();
}
};
// Add small delay to prevent initial freeze when entering game
var gameReady = false;
LK.setTimeout(function () {
gameReady = true;
}, 50); // Reduced delay for better responsiveness
Tom ve Jerry kısmından Tom'un yuvarlak kafasını oluştur. In-Game asset. High contrast. No shadows
Tom ve Jerry çizgi filminden jerry'nin kafasını oluştur. In-Game asset. High contrast. No shadows
Süper kahraman olan Batman'ın kafasını oluştur. In-Game asset. High contrast. No shadows
Süper kötü olan joker'in kafasını oluştur. In-Game asset. High contrast. No shadows