User prompt
malumlar arası duvar koydun evet birbirlerine girmiyorlar ama bu sefer de düğmelere biz tıklayamıyoruz
User prompt
Yeni bir menüye geçtiğimizde daha önceki menülerin etkileşimini kapat, çünkü menüler arası hata oluşuyor.
User prompt
Oyun ekranı başlamadan birşey koymak yasak olsun çünkü bazen iki tane beraber koyabiliyoruz
User prompt
Bazen Yapay Zeka Kendi Sırasını Kullanmıyor
User prompt
Normal mod bazı engellemeleri öğrenir mesela çatal taktiği gibi
User prompt
Normal seviyede yapay zeka kendi kazanma fırsatını ve oyuncunun doğrudan tehditlerini engellemeyi öğrenir. Basit kullanmaya başlar, oyuncuyu biraz meydan okur ama yine de kazanmasına şans verir.
User prompt
Kolay seviye genellikle oyuncunun kazanmasını hedefleyen bir kolay moddur.
User prompt
Kolay seviyede yapay zeka genellikle rastgele hamleler yapar. Kendi kazanmasının şansını veya diğer oyuncunun amacını hiç umursamaz rastgele hamleler yapar.
User prompt
Oyunu hiç bozmadan gereksiz kodları sil.
User prompt
Oyunu hiç bozmadan, dokunmadan hataları düzelt.
User prompt
Bu modumu seçmek istiyorsun diye uyarı veren yerde Evet veya Hayır'a tıklayınca tepki vermiyor.
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'yesBtn.down = function (x, y, obj) {' Line Number: 397
User prompt
Bir Zorluk Modu Seçince Bu Zorluk Modunu Mu Seçmek İstiyorsun Diye Uyarsın
User prompt
kolay, normal ve zor düğmelerin altında blok olsun renk yanıyor
User prompt
Oyun oynarken bazı yerlere tıklayınca algılamıyor, bir boşluğa tıklayınca hepsini algılasın. Hataları düzelt.
User prompt
kolay, normal ve zor modlar arasında boşluklar olsun yoksa yanlışla yanlış modu seçebiliyoruz
User prompt
Yapay zeka modunda bazı yerleri kendimiz koyamıyoruz.
User prompt
yapay zeka modunu seçince kolay, normal ve zor modlar olsun
User prompt
Yapay ZK'ya daha çok taktik öğret.
User prompt
Algılama sistemini ve hataları düzelt.
User prompt
Yapay Zeka Hep Aynı Hareketleri Yapmasın Aynı Stratejileri Yapmasın Farklı Farklı
User prompt
Yapay zeka, bizim tıkladığımız yere göre hep belirli yerlere tıklıyor. Farklı yerlere ama mantıklı, saçma yerlere dokunmadan düzgün bir oyun oynasın. Bizim tıkladığımız yere göre belirli yerlere dokunmadan.
User prompt
Bazən bizim tıxladığımız yerə yapay zeka qoyuyor. O yüzden bizim tıxladığımız yerlə yapay zekanın tıxladığı yeri algıla və doğru konumlandır.
User prompt
Bazen oyundaki düğmeler çalışmıyor.
User prompt
Oyun oynarken arada küçük donmalar kesilmeler oluyor.
/**** * 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) { 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) { // Basic validation checks if (!gameReady || gameOver || gameMode === 'menu') return; if (self.value !== 0) return; // Cell already occupied // In AI mode, only allow player clicks during player's turn (currentPlayer === 1) if (isAIMode && currentPlayer !== 1) return; if (aiProcessing) return; // Prevent clicks while AI is processing // Immediately place the marker for the player if (self.placeMarker(currentPlayer)) { checkWin(); if (!gameOver) { if (isAIMode && currentPlayer === 1) { // AI mode - player played, now AI plays currentPlayer = 2; updateTurnDisplay(); // Add a flag to prevent AI from moving while processing aiProcessing = true; LK.setTimeout(function () { aiProcessing = false; makeAIMove(); }, 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(); } } } }; 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', '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 var selectedDifficulty = ''; // Store selected difficulty for confirmation 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' }, 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' } }; // 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; // 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); 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); 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); 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 (selectedDifficulty) { aiDifficulty = selectedDifficulty; hideConfirmationDialog(); startGame('ai'); } }; noBtn.down = function (x, y, obj) { hideConfirmationDialog(); }; // Add glowing animation to blocks function animateDifficultyBlocks() { tween(easyBlock, { alpha: 0.5 }, { duration: 1000, easing: tween.easeInOut, repeat: -1, yoyo: true }); tween(normalBlock, { alpha: 0.5 }, { duration: 1000, easing: tween.easeInOut, repeat: -1, yoyo: true, delay: 333 }); tween(hardBlock, { alpha: 0.5 }, { duration: 1000, easing: tween.easeInOut, repeat: -1, yoyo: true, delay: 666 }); } function showConfirmationDialog(difficulty) { selectedDifficulty = difficulty; gameMode = 'confirmation'; 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); // 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() { gameMode = 'difficulty'; selectedDifficulty = ''; // 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); 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; // 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(); } }; 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 !== '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); normalBtn.setText(languageTexts[currentLanguage].normal); hardBtn.setText(languageTexts[currentLanguage].hard); yesBtn.setText(languageTexts[currentLanguage].yes); noBtn.setText(languageTexts[currentLanguage].no); } // 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; // Hide difficulty selection difficultyTitle.alpha = 0; easyBtn.alpha = 0; normalBtn.alpha = 0; hardBtn.alpha = 0; // 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; } function showDifficultySelection() { gameMode = 'difficulty'; // Hide main menu menuTitle.alpha = 0; vsAIBtn.alpha = 0; twoPlayerBtn.alpha = 0; // Show difficulty selection difficultyTitle.alpha = 1; easyBtn.alpha = 1; normalBtn.alpha = 1; hardBtn.alpha = 1; backBtn.alpha = 1; // 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; menuTitle.alpha = 0; vsAIBtn.alpha = 0; twoPlayerBtn.alpha = 0; // Hide difficulty selection difficultyTitle.alpha = 0; easyBtn.alpha = 0; normalBtn.alpha = 0; hardBtn.alpha = 0; // 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; backBtn.alpha = 1; exitBtn.alpha = 1; // 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(); } 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 || currentPlayer !== 2 || aiProcessing) return; // Variable thinking time based on difficulty var minTime, maxTime; if (aiDifficulty === 'easy') { minTime = 100; maxTime = 400; } else if (aiDifficulty === 'normal') { minTime = 200; maxTime = 800; } else { // hard minTime = 300; maxTime = 1200; } var thinkingTime = minTime + Math.floor(Math.random() * (maxTime - minTime)); // Use setTimeout to yield frame and prevent blocking LK.setTimeout(function () { // Recheck game state after timeout if (gameOver || currentPlayer !== 2 || aiProcessing) return; // Simple AI strategy: try to win, block player, or play randomly var bestMove = findBestMove(); 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) { if (targetCell.placeMarker(2)) { checkWin(); if (!gameOver) { currentPlayer = 1; updateTurnDisplay(); } } } } } }, 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; } // Easy mode: Help the player win by making poor moves if (aiDifficulty === 'easy') { // First, identify moves we should avoid (winning moves and blocking moves) var movesToAvoid = []; // Check if any move would win for AI - avoid these for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = 2; if (checkWinCondition(2)) { movesToAvoid.push(cell); } cell.value = 0; } // Check if any move would block player from winning - avoid these too for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; cell.value = 1; if (checkWinCondition(1)) { if (movesToAvoid.indexOf(cell) === -1) { movesToAvoid.push(cell); } } cell.value = 0; } // Find moves that help the player var helpfulMoves = []; for (var i = 0; i < emptyCells.length; i++) { var cell = emptyCells[i]; // Skip moves we should avoid if (movesToAvoid.indexOf(cell) !== -1) continue; // Check if this move would help player create a winning opportunity cell.value = 2; // Simulate AI move var playerOpportunities = 0; for (var j = 0; j < emptyCells.length; j++) { if (i !== j) { var testCell = emptyCells[j]; testCell.value = 1; // Simulate player move if (checkWinCondition(1)) { playerOpportunities++; } testCell.value = 0; } } cell.value = 0; if (playerOpportunities > 0) { helpfulMoves.push(cell); } } // Priority: helpful moves > random moves > moves to avoid if (helpfulMoves.length > 0) { return helpfulMoves[Math.floor(Math.random() * helpfulMoves.length)]; } // If no helpful moves, try to find moves that aren't winning/blocking var safeMoves = []; for (var i = 0; i < validCells.length; i++) { if (movesToAvoid.indexOf(validCells[i]) === -1) { safeMoves.push(validCells[i]); } } if (safeMoves.length > 0) { return safeMoves[Math.floor(Math.random() * safeMoves.length)]; } // Last resort: if all moves win or block, pick randomly return validCells[Math.floor(Math.random() * validCells.length)]; } // Normal mode: Check for winning moves and blocking moves 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; // Take winning move with 98% probability (2% miss chance) if (Math.random() > 0.02) { 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; // Block with 95% probability (5% miss chance) if (Math.random() > 0.05) { return cell; } } cell.value = 0; } // Priority 3: Basic strategy - prefer center and corners var strategicMoves = []; // Center is most valuable if (grid[1][1].value === 0) { strategicMoves.push(grid[1][1]); strategicMoves.push(grid[1][1]); // Double weight for center } // Corners are second most valuable for (var i = 0; i < cornerCells.length; i++) { strategicMoves.push(cornerCells[i]); } // Sometimes use strategic moves (60% of the time) if (strategicMoves.length > 0 && Math.random() < 0.6) { return strategicMoves[Math.floor(Math.random() * strategicMoves.length)]; } // Otherwise play randomly from available moves return emptyCells[Math.floor(Math.random() * emptyCells.length)]; } // Advanced tactic evaluation functions function countWinningLines(row, col, player) { var count = 0; // Check row var rowCount = 0; for (var c = 0; c < 3; c++) { if (grid[row][c].value === player || c === col) { rowCount++; } else if (grid[row][c].value !== 0) { rowCount = -10; // Blocked break; } } if (rowCount === 3) count++; // Check column var colCount = 0; for (var r = 0; r < 3; r++) { if (grid[r][col].value === player || r === row) { colCount++; } else if (grid[r][col].value !== 0) { colCount = -10; // Blocked break; } } if (colCount === 3) count++; // Check diagonals if (row === 0 && col === 0 || row === 1 && col === 1 || row === 2 && col === 2) { var diagCount = 0; for (var i = 0; i < 3; i++) { if (grid[i][i].value === player || i === row && i === col) { diagCount++; } else if (grid[i][i].value !== 0) { diagCount = -10; // Blocked break; } } if (diagCount === 3) count++; } if (row === 0 && col === 2 || row === 1 && col === 1 || row === 2 && col === 0) { var antiDiagCount = 0; for (var i = 0; i < 3; i++) { if (grid[i][2 - i].value === player || i === row && 2 - i === col) { antiDiagCount++; } else if (grid[i][2 - i].value !== 0) { antiDiagCount = -10; // Blocked break; } } if (antiDiagCount === 3) count++; } return count; } // Evaluate move position strength function evaluatePosition(cell) { var score = 0; var row = cell.row; var col = cell.col; // Center is most valuable if (row === 1 && col === 1) score += 4; // Corners are second most valuable else if ((row === 0 || row === 2) && (col === 0 || col === 2)) score += 3; // Edges are least valuable else score += 1; // Check potential winning lines var potentialLines = countWinningLines(row, col, 2); score += potentialLines * 2; 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 aiPersonality = Math.floor(Math.random() * 8); var randomnessFactor = Math.random(); // Difficulty-based mistake chances var winMissChance, blockMissChance, strategyQuality; if (aiDifficulty === 'easy') { // Easy mode doesn't need these values as it plays randomly winMissChance = 1.0; // Always miss winning moves (not that it matters) blockMissChance = 1.0; // Always miss blocking (not that it matters) strategyQuality = 0; // No strategic moves aiPersonality = -1; // No personality, just random } else if (aiDifficulty === 'normal') { winMissChance = 0.02; // 2% chance to miss winning move blockMissChance = 0.05; // 5% chance to miss blocking strategyQuality = 0.6; // Medium quality strategic moves } else { // hard winMissChance = 0; // Never miss winning move blockMissChance = 0.01; // 1% chance to miss blocking strategyQuality = 0.9; // High quality strategic moves aiPersonality = Math.random() < 0.7 ? Math.floor(Math.random() * 3) + 5 : aiPersonality; // Favor advanced personalities } // For hard mode, check for immediate wins and blocks if (aiDifficulty === 'hard') { // 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; winningMoves.push(cell); } cell.value = 0; } // Take winning move based on difficulty if (winningMoves.length > 0 && randomnessFactor > winMissChance) { return winningMoves[Math.floor(Math.random() * winningMoves.length)]; } // 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; blockingMoves.push(cell); } cell.value = 0; } // Block based on difficulty if (blockingMoves.length > 0 && randomnessFactor > blockMissChance) { return blockingMoves[Math.floor(Math.random() * blockingMoves.length)]; } } // Priority 3: Check for fork opportunities (based on difficulty) if (aiDifficulty !== 'easy' && randomnessFactor < strategyQuality) { forkMoves = checkForFork(2); if (forkMoves.length > 0 && randomnessFactor > 1 - strategyQuality) { return forkMoves[Math.floor(Math.random() * forkMoves.length)]; } } // Priority 4: Block player forks (based on difficulty) if (aiDifficulty !== 'easy' && randomnessFactor < strategyQuality) { blockForkMoves = checkForFork(1); if (blockForkMoves.length > 0 && randomnessFactor > 1 - strategyQuality) { // Force player to defend instead of creating fork return blockForkMoves[Math.floor(Math.random() * blockForkMoves.length)]; } } // 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)]; } 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; aiProcessing = 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(); } // 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
===================================================================
--- original.js
+++ change.js
@@ -956,8 +956,54 @@
}
// Last resort: if all moves win or block, pick randomly
return validCells[Math.floor(Math.random() * validCells.length)];
}
+ // Normal mode: Check for winning moves and blocking moves
+ 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;
+ // Take winning move with 98% probability (2% miss chance)
+ if (Math.random() > 0.02) {
+ 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;
+ // Block with 95% probability (5% miss chance)
+ if (Math.random() > 0.05) {
+ return cell;
+ }
+ }
+ cell.value = 0;
+ }
+ // Priority 3: Basic strategy - prefer center and corners
+ var strategicMoves = [];
+ // Center is most valuable
+ if (grid[1][1].value === 0) {
+ strategicMoves.push(grid[1][1]);
+ strategicMoves.push(grid[1][1]); // Double weight for center
+ }
+ // Corners are second most valuable
+ for (var i = 0; i < cornerCells.length; i++) {
+ strategicMoves.push(cornerCells[i]);
+ }
+ // Sometimes use strategic moves (60% of the time)
+ if (strategicMoves.length > 0 && Math.random() < 0.6) {
+ return strategicMoves[Math.floor(Math.random() * strategicMoves.length)];
+ }
+ // Otherwise play randomly from available moves
+ return emptyCells[Math.floor(Math.random() * emptyCells.length)];
+ }
// Advanced tactic evaluation functions
function countWinningLines(row, col, player) {
var count = 0;
// Check row
@@ -1071,36 +1117,39 @@
blockMissChance = 0.01; // 1% chance to miss blocking
strategyQuality = 0.9; // High quality strategic moves
aiPersonality = Math.random() < 0.7 ? Math.floor(Math.random() * 3) + 5 : aiPersonality; // Favor advanced personalities
}
- // 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)) {
+ // For hard mode, check for immediate wins and blocks
+ if (aiDifficulty === 'hard') {
+ // 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;
+ winningMoves.push(cell);
+ }
cell.value = 0;
- winningMoves.push(cell);
}
- cell.value = 0;
- }
- // Take winning move based on difficulty
- if (winningMoves.length > 0 && randomnessFactor > winMissChance) {
- return winningMoves[Math.floor(Math.random() * winningMoves.length)];
- }
- // Priority 2: Block player from winning
- for (var i = 0; i < emptyCells.length; i++) {
- var cell = emptyCells[i];
- cell.value = 1;
- if (checkWinCondition(1)) {
+ // Take winning move based on difficulty
+ if (winningMoves.length > 0 && randomnessFactor > winMissChance) {
+ return winningMoves[Math.floor(Math.random() * winningMoves.length)];
+ }
+ // 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;
+ blockingMoves.push(cell);
+ }
cell.value = 0;
- blockingMoves.push(cell);
}
- cell.value = 0;
+ // Block based on difficulty
+ if (blockingMoves.length > 0 && randomnessFactor > blockMissChance) {
+ return blockingMoves[Math.floor(Math.random() * blockingMoves.length)];
+ }
}
- // Block based on difficulty
- if (blockingMoves.length > 0 && randomnessFactor > blockMissChance) {
- return blockingMoves[Math.floor(Math.random() * blockingMoves.length)];
- }
// Priority 3: Check for fork opportunities (based on difficulty)
if (aiDifficulty !== 'easy' && randomnessFactor < strategyQuality) {
forkMoves = checkForFork(2);
if (forkMoves.length > 0 && randomnessFactor > 1 - strategyQuality) {