User prompt
zorluk modları ekle
User prompt
Aİcevap hızını yavaşlat
User prompt
325 adlı müzik arkada sürekli olarak tekrar etsin
User prompt
arkada neşeli bir müzik çalsın sosuz
Code edit (1 edits merged)
Please save this source code
User prompt
sıra:Kırmızının yazısını sıra:O'nun diye değiştir
User prompt
sıra:Mavinin yazısını Sıra:X'in diye değiştir
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: 0.1 }); self.marker = null; self.placeMarker = function (type) { if (self.value !== 0) { return false; } self.value = type; if (type === 1) { // Blue X self.marker = self.attachAsset('xMarker', { 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 }); } else { // Red O self.marker = self.attachAsset('oMarker', { 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 }); } LK.getSound('place').play(); return true; }; self.down = function (x, y, obj) { if (!gameReady || gameOver || self.value !== 0 || gameMode === 'menu') { return; } // In AI mode, only allow player clicks during player's turn (currentPlayer === 1) if (isAIMode && currentPlayer !== 1) { return; } // Prevent rapid clicking by adding a small delay check if (self.lastClickTime && Date.now() - self.lastClickTime < 100) { return; } self.lastClickTime = Date.now(); // Store player's intended move before placing marker var playerRow = self.row; var playerCol = self.col; // Mark this cell as reserved for player to prevent AI interference self.isPlayerReserved = true; if (self.placeMarker(currentPlayer)) { // Clear reservation after successful placement self.isPlayerReserved = false; checkWin(); if (!gameOver) { if (isAIMode && currentPlayer === 1) { // AI mode - player played, now AI plays currentPlayer = 2; updateTurnDisplay(); makeAIMove(); } 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(); } } } else { // Clear reservation if placement failed self.isPlayerReserved = false; } }; 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 ****/ var grid = []; var currentPlayer = 1; // 1 = Blue X, 2 = Red O var gameOver = false; var winLine = null; var gameMode = 'menu'; // 'menu', 'ai', 'twoPlayer' var isAIMode = false; var currentLanguage = storage.language || 'tr'; // 'tr' for Turkish, 'en' for English var aiDifficulty = storage.aiDifficulty || 'medium'; // 'easy', 'medium', 'hard' var languageTexts = { tr: { blueTurn: 'Sıra: X\'in', redTurn: 'Sıra: O\'nun', blueWin: 'X KAZANDI!', redWin: 'O KAZANDI!', draw: 'BERABERE!', playAgain: 'Tekrar Oyna', language: 'Türkçe', vsAI: 'Yapay Zeka ile Oyna', twoPlayer: 'İki Kişilik Oyna', selectMode: 'Oyun Modunu Seçin', selectDifficulty: 'Zorluk Seviyesi Seçin', easy: 'Kolay', medium: 'Orta', hard: 'Zor', back: '← Geri', exit: 'Çıkış' }, en: { blueTurn: 'Turn: X', redTurn: 'Turn: O', blueWin: 'X WON!', redWin: 'O WON!', draw: 'DRAW!', playAgain: 'Play Again', language: 'English', vsAI: 'Play vs AI', twoPlayer: 'Two Player', selectMode: 'Select Game Mode', selectDifficulty: 'Select Difficulty', easy: 'Easy', medium: 'Medium', hard: 'Hard', back: '← Back', exit: 'Exit' } }; // 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: 120, fill: 0x00AAFF }); blueTurnText.anchor.set(0.5, 0); LK.gui.top.addChild(blueTurnText); blueTurnText.y = 150; var redTurnText = new Text2(languageTexts[currentLanguage].redTurn, { size: 120, fill: 0xff0000 }); redTurnText.anchor.set(0.5, 0); LK.gui.top.addChild(redTurnText); redTurnText.y = 150; 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 = 80; var statusText = new Text2('', { size: 100, fill: 0xFFFFFF }); statusText.anchor.set(0.5, 0.5); LK.gui.center.addChild(statusText); statusText.y = 400; var playAgainBtn = new Text2(languageTexts[currentLanguage].playAgain, { size: 80, fill: 0xFFFFFF }); playAgainBtn.anchor.set(0.5, 0.5); LK.gui.center.addChild(playAgainBtn); playAgainBtn.y = 550; playAgainBtn.alpha = 0; // 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; var vsAIBtn = new Text2(languageTexts[currentLanguage].vsAI, { size: 100, fill: 0x00AAFF }); vsAIBtn.anchor.set(0.5, 0.5); 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); LK.gui.center.addChild(twoPlayerBtn); twoPlayerBtn.y = 150; var backBtn = new Text2(languageTexts[currentLanguage].back, { size: 80, fill: 0xFFFFFF }); backBtn.anchor.set(0.5, 0.5); LK.gui.center.addChild(backBtn); backBtn.x = -800; backBtn.y = -300; backBtn.alpha = 0; var exitBtn = new Text2(languageTexts[currentLanguage].exit, { size: 80, fill: 0xFF0000 }); exitBtn.anchor.set(0.5, 0); LK.gui.top.addChild(exitBtn); exitBtn.y = 80; exitBtn.x = 450; exitBtn.alpha = 0; // Difficulty selection UI 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; var easyBtn = new Text2(languageTexts[currentLanguage].easy, { size: 90, fill: 0x00FF00 }); easyBtn.anchor.set(0.5, 0.5); LK.gui.center.addChild(easyBtn); easyBtn.y = -50; easyBtn.alpha = 0; var mediumBtn = new Text2(languageTexts[currentLanguage].medium, { size: 90, fill: 0xFFAA00 }); mediumBtn.anchor.set(0.5, 0.5); LK.gui.center.addChild(mediumBtn); mediumBtn.y = 50; mediumBtn.alpha = 0; var hardBtn = new Text2(languageTexts[currentLanguage].hard, { size: 90, fill: 0xFF0000 }); hardBtn.anchor.set(0.5, 0.5); LK.gui.center.addChild(hardBtn); hardBtn.y = 150; hardBtn.alpha = 0; var currentDifficultyText = new Text2('', { size: 60, fill: 0xAAAAA }); currentDifficultyText.anchor.set(0.5, 0); LK.gui.top.addChild(currentDifficultyText); currentDifficultyText.y = 200; currentDifficultyText.alpha = 0; // Language toggle functionality 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(); } }; // Difficulty button handlers easyBtn.down = function (x, y, obj) { if (gameMode === 'difficulty') { aiDifficulty = 'easy'; storage.aiDifficulty = aiDifficulty; startGame('ai'); } }; mediumBtn.down = function (x, y, obj) { if (gameMode === 'difficulty') { aiDifficulty = 'medium'; storage.aiDifficulty = aiDifficulty; startGame('ai'); } }; hardBtn.down = function (x, y, obj) { if (gameMode === 'difficulty') { aiDifficulty = 'hard'; storage.aiDifficulty = aiDifficulty; startGame('ai'); } }; twoPlayerBtn.down = function (x, y, obj) { if (gameMode === 'menu') { startGame('twoPlayer'); } }; backBtn.down = function (x, y, obj) { if (gameMode === 'difficulty') { showMenu(); } else if (gameMode !== 'menu') { resetGame(); showMenu(); } }; exitBtn.down = function (x, y, obj) { if (gameMode !== 'menu') { resetGame(); showMenu(); } }; 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); mediumBtn.setText(languageTexts[currentLanguage].medium); hardBtn.setText(languageTexts[currentLanguage].hard); updateDifficultyDisplay(); } // 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; menuTitle.alpha = 1; vsAIBtn.alpha = 1; twoPlayerBtn.alpha = 1; blueTurnText.alpha = 0; redTurnText.alpha = 0; statusText.alpha = 0; playAgainBtn.alpha = 0; backBtn.alpha = 0; exitBtn.alpha = 0; difficultyTitle.alpha = 0; easyBtn.alpha = 0; mediumBtn.alpha = 0; hardBtn.alpha = 0; currentDifficultyText.alpha = 0; } function showDifficultySelection() { gameMode = 'difficulty'; menuTitle.alpha = 0; vsAIBtn.alpha = 0; twoPlayerBtn.alpha = 0; difficultyTitle.alpha = 1; easyBtn.alpha = 1; mediumBtn.alpha = 1; hardBtn.alpha = 1; backBtn.alpha = 1; updateDifficultyDisplay(); } function updateDifficultyDisplay() { var difficultyText = languageTexts[currentLanguage === 'tr' ? 'tr' : 'en'][aiDifficulty]; easyBtn.fill = aiDifficulty === 'easy' ? 0x00FF88 : 0x00FF00; mediumBtn.fill = aiDifficulty === 'medium' ? 0xFFCC44 : 0xFFAA00; hardBtn.fill = aiDifficulty === 'hard' ? 0xFF4444 : 0xFF0000; } function startGame(mode) { gameMode = mode; isAIMode = mode === 'ai'; gameBoard.alpha = 1; menuTitle.alpha = 0; vsAIBtn.alpha = 0; twoPlayerBtn.alpha = 0; difficultyTitle.alpha = 0; easyBtn.alpha = 0; mediumBtn.alpha = 0; hardBtn.alpha = 0; backBtn.alpha = 1; exitBtn.alpha = 1; // Show current difficulty in AI mode if (isAIMode) { currentDifficultyText.setText(languageTexts[currentLanguage][aiDifficulty]); currentDifficultyText.alpha = 1; currentPlayer = 1; } else { currentDifficultyText.alpha = 0; // In two player mode, random start currentPlayer = Math.random() < 0.5 ? 1 : 2; } updateTurnDisplay(); } 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(); var winnerText = winner === 1 ? languageTexts[currentLanguage].blueWin : languageTexts[currentLanguage].redWin; 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 tween(playAgainBtn, { alpha: 1 }, { duration: 500 }); } function showDraw() { statusText.setText(languageTexts[currentLanguage].draw); statusText.fill = 0x000000; // Black color statusText.alpha = 1; blueTurnText.alpha = 0; redTurnText.alpha = 0; // Show play again button tween(playAgainBtn, { alpha: 1 }, { duration: 500 }); } function makeAIMove() { if (gameOver) { return; } // Use setTimeout to yield frame and prevent blocking LK.setTimeout(function () { // Simple AI strategy: try to win, block player, or play randomly var bestMove = findBestMove(); if (bestMove && bestMove.value === 0 && !bestMove.isPlayerReserved) { // Double check the cell is still valid before AI places marker if (bestMove.placeMarker(2)) { checkWin(); if (!gameOver) { currentPlayer = 1; updateTurnDisplay(); } } } }, 800); // Increased delay to slow down AI response } function findBestMove() { var emptyCells = []; // Collect empty cells for (var row = 0; row < 3; row++) { for (var col = 0; col < 3; col++) { var cell = grid[row][col]; if (cell.value === 0 && !cell.isPlayerReserved) { emptyCells.push(cell); } } } // Easy difficulty: mostly random with some winning moves if (aiDifficulty === 'easy') { // 30% chance to play optimally, 70% random if (Math.random() < 0.3) { return findOptimalMove(emptyCells); } else { return emptyCells[Math.floor(Math.random() * emptyCells.length)]; } } // Medium difficulty: balanced strategy if (aiDifficulty === 'medium') { // 70% chance to play optimally, 30% random if (Math.random() < 0.7) { return findOptimalMove(emptyCells); } else { return emptyCells[Math.floor(Math.random() * emptyCells.length)]; } } // Hard difficulty: always optimal return findOptimalMove(emptyCells); } function findOptimalMove(emptyCells) { // Check for winning move 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; } // Check for blocking move for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; if (cell.value === 0 && !cell.isPlayerReserved) { cell.value = 1; if (checkWinCondition(1)) { cell.value = 0; return cell; } cell.value = 0; } } // Play center if available if (grid[1][1].value === 0 && !grid[1][1].isPlayerReserved) { return grid[1][1]; } // Play corners var corners = [grid[0][0], grid[0][2], grid[2][0], grid[2][2]]; for (var i = 0; i < corners.length; i++) { if (corners[i].value === 0 && !corners[i].isPlayerReserved) { return corners[i]; } } // Play any available cell var validCells = []; for (var i = 0; i < emptyCells.length; i++) { if (!emptyCells[i].isPlayerReserved) { validCells.push(emptyCells[i]); } } if (validCells.length > 0) { return validCells[Math.floor(Math.random() * validCells.length)]; } 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; // 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) { cell.marker.destroy(); cell.marker = null; } } } // Clear UI statusText.setText(''); statusText.alpha = 0; playAgainBtn.alpha = 0; // Remove win line if (winLine) { // Reset line properties before destroying winLine.line.alpha = 0; winLine.line.scaleX = 0; winLine.destroy(); winLine = null; } updateTurnDisplay(); } // Save current version function function saveCurrentVersion() { storage.savedVersion = { timestamp: Date.now(), version: 'TicTacToe_TurkishEnglish_v1.0' }; } // Play again button handler playAgainBtn.down = function (x, y, obj) { if (gameOver) { resetGame(); } }; // Save the current version on game initialization saveCurrentVersion(); // Play background music continuously looping LK.playMusic('325'); // Add small delay to prevent initial freeze when entering game var gameReady = false; LK.setTimeout(function () { gameReady = true; }, 50); // Reduced delay for better responsiveness;
===================================================================
--- original.js
+++ change.js
@@ -151,8 +151,9 @@
var winLine = null;
var gameMode = 'menu'; // 'menu', 'ai', 'twoPlayer'
var isAIMode = false;
var currentLanguage = storage.language || 'tr'; // 'tr' for Turkish, 'en' for English
+var aiDifficulty = storage.aiDifficulty || 'medium'; // 'easy', 'medium', 'hard'
var languageTexts = {
tr: {
blueTurn: 'Sıra: X\'in',
redTurn: 'Sıra: O\'nun',
@@ -163,8 +164,12 @@
language: 'Türkçe',
vsAI: 'Yapay Zeka ile Oyna',
twoPlayer: 'İki Kişilik Oyna',
selectMode: 'Oyun Modunu Seçin',
+ selectDifficulty: 'Zorluk Seviyesi Seçin',
+ easy: 'Kolay',
+ medium: 'Orta',
+ hard: 'Zor',
back: '← Geri',
exit: 'Çıkış'
},
en: {
@@ -177,8 +182,12 @@
language: 'English',
vsAI: 'Play vs AI',
twoPlayer: 'Two Player',
selectMode: 'Select Game Mode',
+ selectDifficulty: 'Select Difficulty',
+ easy: 'Easy',
+ medium: 'Medium',
+ hard: 'Hard',
back: '← Back',
exit: 'Exit'
}
};
@@ -307,8 +316,49 @@
LK.gui.top.addChild(exitBtn);
exitBtn.y = 80;
exitBtn.x = 450;
exitBtn.alpha = 0;
+// Difficulty selection UI
+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;
+var easyBtn = new Text2(languageTexts[currentLanguage].easy, {
+ size: 90,
+ fill: 0x00FF00
+});
+easyBtn.anchor.set(0.5, 0.5);
+LK.gui.center.addChild(easyBtn);
+easyBtn.y = -50;
+easyBtn.alpha = 0;
+var mediumBtn = new Text2(languageTexts[currentLanguage].medium, {
+ size: 90,
+ fill: 0xFFAA00
+});
+mediumBtn.anchor.set(0.5, 0.5);
+LK.gui.center.addChild(mediumBtn);
+mediumBtn.y = 50;
+mediumBtn.alpha = 0;
+var hardBtn = new Text2(languageTexts[currentLanguage].hard, {
+ size: 90,
+ fill: 0xFF0000
+});
+hardBtn.anchor.set(0.5, 0.5);
+LK.gui.center.addChild(hardBtn);
+hardBtn.y = 150;
+hardBtn.alpha = 0;
+var currentDifficultyText = new Text2('', {
+ size: 60,
+ fill: 0xAAAAA
+});
+currentDifficultyText.anchor.set(0.5, 0);
+LK.gui.top.addChild(currentDifficultyText);
+currentDifficultyText.y = 200;
+currentDifficultyText.alpha = 0;
// Language toggle functionality
languageBtn.down = function (x, y, obj) {
// Always allow language switching regardless of game state
currentLanguage = currentLanguage === 'tr' ? 'en' : 'tr';
@@ -317,18 +367,42 @@
};
// Menu button handlers
vsAIBtn.down = function (x, y, obj) {
if (gameMode === 'menu') {
+ showDifficultySelection();
+ }
+};
+// Difficulty button handlers
+easyBtn.down = function (x, y, obj) {
+ if (gameMode === 'difficulty') {
+ aiDifficulty = 'easy';
+ storage.aiDifficulty = aiDifficulty;
startGame('ai');
}
};
+mediumBtn.down = function (x, y, obj) {
+ if (gameMode === 'difficulty') {
+ aiDifficulty = 'medium';
+ storage.aiDifficulty = aiDifficulty;
+ startGame('ai');
+ }
+};
+hardBtn.down = function (x, y, obj) {
+ if (gameMode === 'difficulty') {
+ aiDifficulty = 'hard';
+ storage.aiDifficulty = aiDifficulty;
+ startGame('ai');
+ }
+};
twoPlayerBtn.down = function (x, y, obj) {
if (gameMode === 'menu') {
startGame('twoPlayer');
}
};
backBtn.down = function (x, y, obj) {
- if (gameMode !== 'menu') {
+ if (gameMode === 'difficulty') {
+ showMenu();
+ } else if (gameMode !== 'menu') {
resetGame();
showMenu();
}
};
@@ -347,8 +421,13 @@
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);
+ mediumBtn.setText(languageTexts[currentLanguage].medium);
+ hardBtn.setText(languageTexts[currentLanguage].hard);
+ updateDifficultyDisplay();
}
// Start in menu mode
showMenu();
function updateTurnDisplay() {
@@ -374,22 +453,52 @@
statusText.alpha = 0;
playAgainBtn.alpha = 0;
backBtn.alpha = 0;
exitBtn.alpha = 0;
+ difficultyTitle.alpha = 0;
+ easyBtn.alpha = 0;
+ mediumBtn.alpha = 0;
+ hardBtn.alpha = 0;
+ currentDifficultyText.alpha = 0;
}
+function showDifficultySelection() {
+ gameMode = 'difficulty';
+ menuTitle.alpha = 0;
+ vsAIBtn.alpha = 0;
+ twoPlayerBtn.alpha = 0;
+ difficultyTitle.alpha = 1;
+ easyBtn.alpha = 1;
+ mediumBtn.alpha = 1;
+ hardBtn.alpha = 1;
+ backBtn.alpha = 1;
+ updateDifficultyDisplay();
+}
+function updateDifficultyDisplay() {
+ var difficultyText = languageTexts[currentLanguage === 'tr' ? 'tr' : 'en'][aiDifficulty];
+ easyBtn.fill = aiDifficulty === 'easy' ? 0x00FF88 : 0x00FF00;
+ mediumBtn.fill = aiDifficulty === 'medium' ? 0xFFCC44 : 0xFFAA00;
+ hardBtn.fill = aiDifficulty === 'hard' ? 0xFF4444 : 0xFF0000;
+}
function startGame(mode) {
gameMode = mode;
isAIMode = mode === 'ai';
gameBoard.alpha = 1;
menuTitle.alpha = 0;
vsAIBtn.alpha = 0;
twoPlayerBtn.alpha = 0;
+ difficultyTitle.alpha = 0;
+ easyBtn.alpha = 0;
+ mediumBtn.alpha = 0;
+ hardBtn.alpha = 0;
backBtn.alpha = 1;
exitBtn.alpha = 1;
- // In AI mode, player (1) always starts first
+ // Show current difficulty in AI mode
if (isAIMode) {
+ currentDifficultyText.setText(languageTexts[currentLanguage][aiDifficulty]);
+ currentDifficultyText.alpha = 1;
currentPlayer = 1;
} else {
+ currentDifficultyText.alpha = 0;
// In two player mode, random start
currentPlayer = Math.random() < 0.5 ? 1 : 2;
}
updateTurnDisplay();
@@ -540,29 +649,52 @@
}, 800); // Increased delay to slow down AI response
}
function findBestMove() {
var emptyCells = [];
- // First pass: collect empty cells and check for immediate win/block opportunities
+ // Collect empty cells
for (var row = 0; row < 3; row++) {
for (var col = 0; col < 3; col++) {
var cell = grid[row][col];
- // Only consider cells that are empty and not reserved by player
if (cell.value === 0 && !cell.isPlayerReserved) {
emptyCells.push(cell);
- // Check if AI can win immediately
- cell.value = 2;
- if (checkWinCondition(2)) {
- cell.value = 0;
- return cell;
- }
- cell.value = 0;
}
}
}
- // Second pass: check if AI needs to block player (only if no winning move found)
+ // Easy difficulty: mostly random with some winning moves
+ if (aiDifficulty === 'easy') {
+ // 30% chance to play optimally, 70% random
+ if (Math.random() < 0.3) {
+ return findOptimalMove(emptyCells);
+ } else {
+ return emptyCells[Math.floor(Math.random() * emptyCells.length)];
+ }
+ }
+ // Medium difficulty: balanced strategy
+ if (aiDifficulty === 'medium') {
+ // 70% chance to play optimally, 30% random
+ if (Math.random() < 0.7) {
+ return findOptimalMove(emptyCells);
+ } else {
+ return emptyCells[Math.floor(Math.random() * emptyCells.length)];
+ }
+ }
+ // Hard difficulty: always optimal
+ return findOptimalMove(emptyCells);
+}
+function findOptimalMove(emptyCells) {
+ // Check for winning move
for (var i = 0; i < emptyCells.length; i++) {
var cell = emptyCells[i];
- // Double check cell is still valid and not reserved
+ cell.value = 2;
+ if (checkWinCondition(2)) {
+ cell.value = 0;
+ return cell;
+ }
+ cell.value = 0;
+ }
+ // Check for blocking move
+ for (var i = 0; i < emptyCells.length; i++) {
+ var cell = emptyCells[i];
if (cell.value === 0 && !cell.isPlayerReserved) {
cell.value = 1;
if (checkWinCondition(1)) {
cell.value = 0;
@@ -570,13 +702,20 @@
}
cell.value = 0;
}
}
- // Play center if available and not reserved
+ // Play center if available
if (grid[1][1].value === 0 && !grid[1][1].isPlayerReserved) {
return grid[1][1];
}
- // Play randomly from available cells that are not reserved
+ // Play corners
+ var corners = [grid[0][0], grid[0][2], grid[2][0], grid[2][2]];
+ for (var i = 0; i < corners.length; i++) {
+ if (corners[i].value === 0 && !corners[i].isPlayerReserved) {
+ return corners[i];
+ }
+ }
+ // Play any available cell
var validCells = [];
for (var i = 0; i < emptyCells.length; i++) {
if (!emptyCells[i].isPlayerReserved) {
validCells.push(emptyCells[i]);