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rewrite the ai completely and make it advanced and smart
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fix the erros
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improve the training feature
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fix it
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create a new class called Training this class is so that everytime the ai looses or wins or it's a tie the ai learns from it's mistake and will overall get better at the game
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fix the game
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make the ai more advanced at choosing
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fix the implementation
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for the rethink add a realtime delay for choosing and instead of choosing random cells it also tries to block the player from winning
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make sure to add a seperate class for the rethink feature
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add 1 one new feature to the ai called Rethink which will allow the ai to think where to pick a cell like if it's a real player
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game it now broken
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fix a bug that doesn't allow the player to go again after ai's turn
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rewrite the whole entire game with more improved features
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fix a bug where x can't go again
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optimize the code and refine it
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Decrease the delay for when the ai chooses
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add 2 new features
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Please fix the bug: 'TypeError: originalTick is not a function' in or related to this line: 'originalTick();' Line Number: 632
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'now')' in or related to this line: 'var startTime = performance.now();' Line Number: 624
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make 2 new systems for performance and another one for the game itself
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make a feature where the ai can predict what cell block the player inputs
/**** * Classes ****/ var AIPlayer = Container.expand(function () { var self = Container.call(this); self.decision = new Decision(); self.observePlayer = function (playerMoveIndex) { // AI logic to observe player's move and decide next move self.decision.playerMoves.push(playerMoveIndex); self.decision.availableCells.splice(self.decision.availableCells.indexOf(playerMoveIndex), 1); // Predict player's next move var predictedMove = self.decision.predictPlayerMove(); console.log("Predicted player's next move: ", predictedMove); }; self.makeMove = function () { if (!game.gameOver && !game.aiCooldownActive) { LK.setTimeout(function () { grid.forEach(function (cell) { cell.interactive = false; }); self.decision.decide(function (chosenIndex) { if (chosenIndex !== undefined && !grid[chosenIndex].taken) { var indicatorShape = grid[chosenIndex].attachAsset('indicator', { anchorX: 0.5, anchorY: 0.5 }); LK.setTimeout(function () { indicatorShape.destroy(); grid[chosenIndex].setPlayerValue('O'); self.decision.aiMoves.push(chosenIndex); self.decision.availableCells.splice(self.decision.availableCells.indexOf(chosenIndex), 1); game.checkGameState(); if (!game.gameOver) { game.aiTurn = false; grid.forEach(function (cell) { cell.interactive = true; // Re-enable player input after AI move }); } }, game.aiCooldown); } else { game.aiTurn = false; game.aiCooldownActive = false; // Ensure AI cooldown is reset grid.forEach(function (cell) { cell.interactive = true; // Re-enable player input after AI move }); } }); }, game.aiCooldown); game.aiCooldownActive = true; LK.setTimeout(function () { game.aiCooldownActive = false; game.aiTurn = false; // Ensure AI turn is reset }, game.aiCooldown); } }; // Add a method to undo the last move self.undoLastMove = function () { if (self.decision.aiMoves.length > 0) { var lastMoveIndex = self.decision.aiMoves.pop(); grid[lastMoveIndex].taken = false; grid[lastMoveIndex].value = null; grid[lastMoveIndex].removeChildren(); self.decision.availableCells.push(lastMoveIndex); } }; }); // Define the Cell class for the tic tac toe grid var Cell = Container.expand(function (x, y, index) { var self = Container.call(this); self.index = index; self.taken = false; self.value = null; var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.interactive = true; self.on('down', function () { if (!self.taken && !game.aiTurn && !game.gameOver) { self.setPlayerValue('X'); game.checkGameState(); if (!game.gameOver) { game.aiPlayer.observePlayer(self.index); game.aiTurn = true; game.aiPlay(); } } }); self.setPlayerValue = function (value) { self.taken = true; self.value = value; var shape = value === 'X' ? 'xShape' : 'oShape'; var color = value === 'X' ? 0xFF0000 : 0x0000FF; var playerShape = self.attachAsset(shape, { anchorX: 0.5, anchorY: 0.5, color: color }); }; }); // Initialize power-up assets var Decision = Container.expand(function () { var self = Container.call(this); self.predictPlayerMove = function () { // Analyze player's move history to predict their next move var moveCounts = Array(9).fill(0); self.playerMoves.forEach(function (move) { moveCounts[move]++; }); // Find the cell with the highest count var predictedMove = moveCounts.indexOf(Math.max.apply(Math, _toConsumableArray(moveCounts))); // If the predicted move is already taken, choose a random available cell if (self.availableCells.includes(predictedMove)) { return predictedMove; } else { return self.availableCells[Math.floor(Math.random() * self.availableCells.length)]; } }; self.decide = function (callback) { var chosenIndex = self.availableCells[Math.floor(Math.random() * self.availableCells.length)]; var winningMoveIndex = -1; var blockMoveIndex = -1; winConditions.forEach(function (condition) { var aiCount = condition.filter(function (index) { return self.aiMoves.includes(index); }).length; var playerCount = condition.filter(function (index) { return self.playerMoves.includes(index); }).length; var availableCount = condition.filter(function (index) { return self.availableCells.includes(index); }).length; if (aiCount === 2 && availableCount === 1) { winningMoveIndex = condition.find(function (index) { return self.availableCells.includes(index); }); } if (playerCount === 2 && availableCount === 1) { blockMoveIndex = condition.find(function (index) { return self.availableCells.includes(index); }); } }); var chosenCell = winningMoveIndex !== -1 ? winningMoveIndex : blockMoveIndex !== -1 ? blockMoveIndex : self.availableCells.sort(function (a, b) { return a - b; })[0]; if (typeof callback === 'function') { callback(chosenCell); } }; self.findEmptySide = function () { var sideIndices = [1, 3, 5, 7]; var emptySides = sideIndices.filter(function (index) { return self.availableCells.includes(index); }); return emptySides.length > 0 ? emptySides[Math.floor(Math.random() * emptySides.length)] : -1; }; self.findOppositeCorner = function () { var playerCorners = [0, 2, 6, 8].filter(function (index) { return self.playerMoves.includes(index); }); var oppositeCorners = { 0: 8, 2: 6, 6: 2, 8: 0 }; var availableOppositeCorners = playerCorners.map(function (index) { return oppositeCorners[index]; }).filter(function (index) { return self.availableCells.includes(index); }); return availableOppositeCorners.length > 0 ? availableOppositeCorners[0] : -1; }; self.availableCells = []; self.playerMoves = []; self.aiMoves = []; self.observe = function (playerMoveIndex) { self.playerMoves.push(playerMoveIndex); self.availableCells.splice(self.availableCells.indexOf(playerMoveIndex), 1); }; self.rethink = function (callback) { // Simulate a more human-like decision-making process var potentialMoves = self.availableCells.map(function (cellIndex) { return { index: cellIndex, score: Math.random() // Assign a random score to simulate human-like thinking }; }); // Sort potential moves by score to simulate prioritization potentialMoves.sort(function (a, b) { return b.score - a.score; }); // Choose the move with the highest score var chosenIndex = potentialMoves[0].index; if (typeof callback === 'function') { callback(chosenIndex); } }; self.decide = function (callback) { // Advanced AI learning feature // This AI will analyze the entire game history to predict the player's next move // and adjust its strategy dynamically to counter the player's tendencies. // Removed the call to non-existent function 'predictAndCounterPlayerMove' // Implementing a placeholder for choosing a random available cell as a temporary fix var winningMoveIndex = -1; var blockMoveIndex = -1; var aiForkMoveIndex = self.findForkMove('ai'); var playerForkMoveIndex = self.findForkMove('player'); winConditions.forEach(function (condition) { var aiCount = condition.filter(function (index) { return self.aiMoves.includes(index); }).length; var playerCount = condition.filter(function (index) { return self.playerMoves.includes(index); }).length; var availableCount = condition.filter(function (index) { return self.availableCells.includes(index); }).length; if (aiCount === 2 && availableCount === 1) { winningMoveIndex = condition.find(function (index) { return self.availableCells.includes(index); }); } if (playerCount === 2 && availableCount === 1) { blockMoveIndex = condition.find(function (index) { return self.availableCells.includes(index); }); } }); var chosenIndex = winningMoveIndex !== -1 ? winningMoveIndex : blockMoveIndex !== -1 ? blockMoveIndex : aiForkMoveIndex !== -1 ? aiForkMoveIndex : playerForkMoveIndex !== -1 ? playerForkMoveIndex : self.availableCells[Math.floor(Math.random() * self.availableCells.length)]; self.findTrapMove = function () { var trapMoveIndex = -1; var potentialTraps = winConditions.filter(function (condition) { var aiCount = condition.filter(function (index) { return self.aiMoves.includes(index); }).length; var availableCount = condition.filter(function (index) { return self.availableCells.includes(index); }).length; return aiCount === 1 && availableCount === 2; }); if (potentialTraps.length >= 2) { var intersections = potentialTraps.reduce(function (acc, condition) { return acc.concat(condition.filter(function (index) { return self.availableCells.includes(index); })); }, []); var counts = intersections.reduce(function (acc, index) { acc[index] = (acc[index] || 0) + 1; return acc; }, {}); var maxCount = Math.max.apply(null, Object.values(counts)); if (maxCount === 2) { trapMoveIndex = parseInt(Object.keys(counts).find(function (key) { return counts[key] === maxCount; }), 10); } } return trapMoveIndex; }; self.findForkBlock = function (playerType) { var moves = playerType === 'ai' ? self.aiMoves : self.playerMoves; var forkBlockIndex = -1; self.availableCells.some(function (cellIndex) { var forkCount = 0; winConditions.forEach(function (condition) { if (condition.includes(cellIndex)) { var playerCount = condition.filter(function (index) { return moves.includes(index); }).length; var availableCount = condition.filter(function (index) { return self.availableCells.includes(index) && index !== cellIndex; }).length; if (playerCount === 1 && availableCount === 1) { forkCount++; if (forkCount > 1) { forkBlockIndex = cellIndex; return true; } } } }); if (forkCount > 1) { forkBlockIndex = cellIndex; return true; } return false; }); return forkBlockIndex; }; var centerIndex = 4; var cornerIndices = [0, 2, 6, 8]; var oppositeCornerIndex = self.findOppositeCorner(); var emptyCornerIndex = cornerIndices.find(function (index) { return self.availableCells.includes(index); }); var emptySideIndex = self.findEmptySide(); var centerIndex = 4; var isFirstMove = self.aiMoves.length === 0 && self.playerMoves.length === 0; var aiForkMoveIndex = self.findForkMove('ai'); var playerForkMoveIndex = self.findForkMove('player'); var isFirstMove = self.aiMoves.length === 0 && self.playerMoves.length === 0; var centerIndex = 4; var isFirstMoveCenterAvailable = isFirstMove && self.availableCells.includes(centerIndex); var chosenCell = winningMoveIndex !== -1 ? winningMoveIndex : blockMoveIndex !== -1 ? blockMoveIndex : aiForkMoveIndex !== -1 ? aiForkMoveIndex : playerForkMoveIndex !== -1 ? playerForkMoveIndex : isFirstMoveCenterAvailable ? centerIndex : emptyCornerIndex !== undefined ? emptyCornerIndex : oppositeCornerIndex !== -1 ? oppositeCornerIndex : emptySideIndex !== -1 ? emptySideIndex : self.availableCells.sort(function (a, b) { return a - b; })[0]; if (typeof callback === 'function') { callback(chosenCell); } }; self.findForkMove = function (playerType) { var moves = playerType === 'ai' ? self.aiMoves : self.playerMoves; var forkMoveIndex = -1; self.availableCells.some(function (cellIndex) { var forkCount = 0; winConditions.forEach(function (condition) { if (condition.includes(cellIndex)) { var playerCount = condition.filter(function (index) { return moves.includes(index); }).length; var availableCount = condition.filter(function (index) { return self.availableCells.includes(index) && index !== cellIndex; }).length; if (playerCount === 1 && availableCount === 2) { forkCount++; if (forkCount > 1) { forkMoveIndex = cellIndex; return true; } } } }); if (forkCount > 1) { forkMoveIndex = cellIndex; return true; } return false; }); return forkMoveIndex; }; for (var i = 0; i < 9; i++) { self.availableCells.push(i); } // Method to adjust AI difficulty self.adjustDifficulty = function (level) { switch (level) { case 1: // Easy this.predictPlayerMove = function () { return this.availableCells[Math.floor(Math.random() * this.availableCells.length)]; }; break; case 2: // Medium // Implement medium difficulty logic here break; case 3: // Hard // Implement hard difficulty logic here, possibly using more advanced strategies break; case 4: // Extreme // Implement extreme difficulty logic, making the AI nearly unbeatable // Implement extreme difficulty logic, making the AI nearly unbeatable this.decide = function (callback) { // Enhanced AI decision-making logic for extreme difficulty // Utilize a more sophisticated algorithm to evaluate and choose the best move // This could involve analyzing multiple future moves ahead (like in chess algorithms) // and considering both offensive and defensive strategies based on the current state of the game. // Placeholder for advanced decision-making algorithm // Example placeholder logic if (typeof callback === 'function') { callback(chosenIndex); } }; // Method for predicting and countering the player's move based on game history self.predictAndCounterPlayerMove = function () { // Analyze player's move patterns and tendencies var playerTendency = self.analyzePlayerTendencies(); var counterMoveIndex = -1; // Based on analysis, predict player's next move and decide on a counter strategy if (playerTendency.favorCorners) { counterMoveIndex = self.findCenterOrSide(); } else if (playerTendency.favorCenter) { counterMoveIndex = self.findEmptyCorner(); } else { // If no specific tendency, choose a strategic move counterMoveIndex = self.findStrategicMove(); } // If no strategic move is found, fallback to a random available cell return counterMoveIndex !== -1 ? counterMoveIndex : self.availableCells[Math.floor(Math.random() * self.availableCells.length)]; }; // Method to analyze player's move tendencies and return an analysis object self.analyzePlayerTendencies = function () { var tendencies = { favorCorners: false, favorCenter: false // Additional tendencies can be added here }; // Analyze the player's moves to identify tendencies var cornerMoves = [0, 2, 6, 8]; var centerMove = 4; var playerCornerMoves = self.playerMoves.filter(function (move) { return cornerMoves.includes(move); }).length; var playerCenterMoves = self.playerMoves.includes(centerMove) ? 1 : 0; // Determine tendencies based on move history tendencies.favorCorners = playerCornerMoves > playerCenterMoves; tendencies.favorCenter = playerCenterMoves > 0; return tendencies; }; // Method to find an empty corner, prioritizing corners not adjacent to the player's last move self.findEmptyCorner = function () { var cornerIndices = [0, 2, 6, 8]; var emptyCorners = cornerIndices.filter(function (index) { return self.availableCells.includes(index); }); return emptyCorners.length > 0 ? emptyCorners[Math.floor(Math.random() * emptyCorners.length)] : -1; }; // Method to find the center or an empty side, based on availability self.findCenterOrSide = function () { var centerIndex = 4; var sideIndices = [1, 3, 5, 7]; var emptySides = sideIndices.filter(function (index) { return self.availableCells.includes(index); }); if (self.availableCells.includes(centerIndex)) { return centerIndex; } else if (emptySides.length > 0) { return emptySides[Math.floor(Math.random() * emptySides.length)]; } else { return -1; } }; break; default: // Default to medium difficulty if an unknown level is provided break; } }; }); // Initialize star asset // Define the PowerUp class for special abilities on the board var PowerUp = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; self.type = type; // 'extraTurn' or 'removeAIMove' var powerUpGraphics = self.attachAsset(type === 'extraTurn' ? 'extraTurnShape' : 'removeAIMoveShape', { anchorX: 0.5, anchorY: 0.5 }); self.interactive = true; self.on('down', function () { if (self.type === 'extraTurn') { game.playerExtraTurn = true; } else if (self.type === 'removeAIMove') { game.aiPlayer.undoLastMove(); } self.destroy(); }); }); var Rethink = Container.expand(function () { var self = Container.call(this); self.simulateHumanDecision = function (availableCells, callback) { // Simulate a more human-like decision-making process var potentialMoves = availableCells.map(function (cellIndex) { return { index: cellIndex, score: Math.random() // Assign a random score to simulate human-like thinking }; }); // Sort potential moves by score to simulate prioritization potentialMoves.sort(function (a, b) { return b.score - a.score; }); // Simulate a delay to mimic human decision-making LK.setTimeout(function () { // Choose the move with the highest score var chosenIndex = potentialMoves[0].index; if (typeof callback === 'function') { callback(chosenIndex); } }, 1000); // 1 second delay }; }); // Define the Star class for the dynamic background var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('starShape', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 1; // Random speed for each star self._move_migrated = function () { self.y += self.speed; if (self.y > 2732) { // Reset star position when it goes off-screen self.y = -50; self.x = Math.random() * 2048; } }; }); var Training = Container.expand(function () { var self = Container.call(this); self.history = []; self.recordGameOutcome = function (playerMoves, aiMoves, outcome) { self.history.push({ playerMoves: playerMoves.slice(), aiMoves: aiMoves.slice(), outcome: outcome }); }; self.analyzeHistory = function () { // Use the analyzed history to adjust AI strategies var bestPattern = null; var bestScore = -Infinity; for (var pattern in patternCounts) { var score = patternCounts[pattern].wins - patternCounts[pattern].losses; if (score > bestScore) { bestScore = score; bestPattern = pattern; } } if (bestPattern) { console.log("AI adjusting strategy based on pattern:", bestPattern); } var patternCounts = {}; self.history.forEach(function (game) { var pattern = game.playerMoves.join('-'); if (!patternCounts[pattern]) { patternCounts[pattern] = { wins: 0, losses: 0, draws: 0 }; } if (game.outcome === 'AI Wins') { patternCounts[pattern].losses++; } else if (game.outcome === 'Player Wins') { patternCounts[pattern].wins++; } else { patternCounts[pattern].draws++; } }); console.log("Pattern analysis complete:", patternCounts); // This could involve identifying patterns in player moves and outcomes // and adjusting AI strategies accordingly console.log("Analyzing game history for AI improvement..."); // Placeholder for analysis logic }; self.learnFromHistory = function () { // Use the analyzed history to adjust AI strategies self.analyzeHistory(); console.log("AI learning from game history..."); // Placeholder for learning logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize performance monitoring system var performanceMonitor = { frameTimes: [], maxFrameTimes: 60, addFrameTime: function addFrameTime(time) { this.frameTimes.push(time); if (this.frameTimes.length > this.maxFrameTimes) { this.frameTimes.shift(); } }, getAverageFrameTime: function getAverageFrameTime() { var total = this.frameTimes.reduce(function (sum, time) { return sum + time; }, 0); return total / this.frameTimes.length; }, logPerformance: function logPerformance() { console.log("Average Frame Time: " + this.getAverageFrameTime().toFixed(2) + "ms"); } }; // Hook into the game loop to monitor performance LK.on('tick', function () { var performance = window.performance || { now: function now() { return new Date().getTime(); } }; var startTime = performance.now(); // Call the original tick function var originalTick = LK.tick; LK.tick = function () { originalTick.call(LK); }; var endTime = performance.now(); performanceMonitor.addFrameTime(endTime - startTime); performanceMonitor.logPerformance(); }); // Initialize game state management system var gameStateManager = { states: [], maxStates: 10, saveState: function saveState(state) { this.states.push(state); if (this.states.length > this.maxStates) { this.states.shift(); } }, loadState: function loadState() { return this.states.length > 0 ? this.states.pop() : null; }, resetStates: function resetStates() { this.states = []; } }; // Example usage of game state management system function saveCurrentGameState() { var currentState = { grid: grid.map(function (cell) { return { index: cell.index, taken: cell.taken, value: cell.value }; }), aiTurn: game.aiTurn, gameOver: game.gameOver, playerWins: game.playerWins, aiWins: game.aiWins, level: game.level }; gameStateManager.saveState(currentState); } function loadPreviousGameState() { var previousState = gameStateManager.loadState(); if (previousState) { grid.forEach(function (cell, index) { cell.index = previousState.grid[index].index; cell.taken = previousState.grid[index].taken; cell.value = previousState.grid[index].value; }); game.aiTurn = previousState.aiTurn; game.gameOver = previousState.gameOver; game.playerWins = previousState.playerWins; game.aiWins = previousState.aiWins; game.level = previousState.level; } } // Initialize AI decision indicator function _toConsumableArray(r) { return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread(); } function _nonIterableSpread() { throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _iterableToArray(r) { if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) { return Array.from(r); } } function _arrayWithoutHoles(r) { if (Array.isArray(r)) { return _arrayLikeToArray(r); } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } var aiDecisionIndicator = new Text2('AI deciding...', { size: 50, fill: 0xFFFFFF }); aiDecisionIndicator.anchor.set(0.5, 0); aiDecisionIndicator.x = 2048 / 2; aiDecisionIndicator.y = 100; LK.gui.top.addChild(aiDecisionIndicator); // Function to update AI decision indicator with countdown function updateAIDecisionIndicator(countdown) { aiDecisionIndicator.setText('AI decides in: ' + countdown + 's'); } // Countdown logic for AI decision indicator var countdown = 3; // AI decision countdown in seconds var countdownInterval = LK.setInterval(function () { if (countdown > 0) { updateAIDecisionIndicator(countdown); countdown--; } else { LK.clearInterval(countdownInterval); aiDecisionIndicator.setText('AI deciding...'); } }, 1000); // Initialize power-up assets var stars = []; for (var i = 0; i < 100; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; game.addChild(star); stars.push(star); } // Animate stars LK.on('tick', function () { stars.forEach(function (star) { star._move_migrated(); }); }); // Initialize star asset var grid = []; // Initialize the tic tac toe grid function initializeGrid() { var gridSize = 3; var cellSize = 400; var startX = (2048 - gridSize * cellSize) / 2 + cellSize / 2; var startY = (2732 - gridSize * cellSize) / 2 + cellSize / 2; for (var i = 0; i < gridSize; i++) { for (var j = 0; j < gridSize; j++) { var index = i * gridSize + j; var cell = new Cell(startX + j * cellSize, startY + i * cellSize, index); game.addChild(cell); grid.push(cell); } } } game.aiPlayer = new AIPlayer(); game.training = new Training(); initializeGrid(); // Define win conditions var winConditions = [[0, 1, 2], [3, 4, 5], [6, 7, 8], // Rows [0, 3, 6], [1, 4, 7], [2, 5, 8], // Columns [0, 4, 8], [2, 4, 6] // Diagonals ]; // Define game logic // Initialize dynamic difficulty adjustment game.level = 1; // Start at level 1 game.playerWins = 0; game.aiWins = 0; game.adjustDifficulty = function () { // Adjust difficulty based on player's win rate var totalGames = game.playerWins + game.aiWins; var winRate = totalGames > 0 ? game.playerWins / totalGames : 0; if (winRate < 0.3) { game.level = 1; // Easy } else if (winRate >= 0.3 && winRate < 0.6) { game.level = 2; // Medium } else if (winRate >= 0.6 && winRate < 0.8) { game.level = 3; // Hard } else { game.level = 4; // Extreme } game.aiPlayer.decision.adjustDifficulty(game.level); // Update level display levelCounter.setText('Level: ' + game.level); }; game.playerWins = 0; game.aiWins = 0; var levelCounter = new Text2('Level: ' + game.level, { size: 50, fill: 0xFFFFFF }); levelCounter.anchor.set(0.5, 0); levelCounter.x = 2048 / 2; levelCounter.y = 50; LK.gui.top.addChild(levelCounter); game.aiTurn = false; game.aiCooldown = 300; // Reduced cooldown time in milliseconds for faster AI response game.gameOver = false; game.checkGameState = function () { // Failsafe check for game softlock or problems if (game.failsafeTriggered) { LK.showGameOver(); return; } // Check for win conditions var winConditions = [[0, 1, 2], [3, 4, 5], [6, 7, 8], // Rows [0, 3, 6], [1, 4, 7], [2, 5, 8], // Columns [0, 4, 8], [2, 4, 6] // Diagonals ]; for (var i = 0; i < winConditions.length; i++) { var condition = winConditions[i]; if (grid[condition[0]].value && grid[condition[0]].value === grid[condition[1]].value && grid[condition[0]].value === grid[condition[2]].value) { game.gameOver = true; for (var i = 0; i < 3; i++) { LK.setTimeout(function () { LK.effects.flashScreen(0x00FF00, 300); }, i * 600); } // Highlight the winning line with a different color condition.forEach(function (index) { var winningIndicator = grid[index].attachAsset('indicator', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFD700 // Gold color for winning line }); winningIndicator.alpha = 0.7; // Slight transparency for effect }); var winner = grid[condition[0]].value === 'X' ? 'You Win!' : 'AI Wins!'; var winText = new Text2(winner, { size: 150, fill: 0xFFFFFF }); winText.anchor.set(0.5, 0.5); winText.x = 2048 / 2; winText.y = 2732 / 2; LK.gui.center.addChild(winText); if (grid[condition[0]].value === 'O') { game.training.recordGameOutcome(game.aiPlayer.decision.playerMoves, game.aiPlayer.decision.aiMoves, 'AI Wins'); game.training.learnFromHistory(); for (var i = 0; i < 3; i++) { LK.setTimeout(function () { LK.effects.flashScreen(0xFF0000, 300); }, i * 600); } LK.setTimeout(function () { LK.showGameOver(); game.level = 1; // Reset level to 1 levelCounter.setText('Level: ' + game.level); // Reset game state grid.forEach(function (cell) { cell.destroy(); }); grid = []; game.aiPlayer.decision = new Decision(); // Reset AI decision state game.aiTurn = false; // Reset AI turn state game.gameOver = false; // Reset game over state initializeGrid(); grid.forEach(function (cell) { cell.interactive = true; // Re-enable player input }); // Reset player and AI win counts game.playerWins = 0; game.aiWins = 0; }, 1800); } else { game.training.recordGameOutcome(game.aiPlayer.decision.playerMoves, game.aiPlayer.decision.aiMoves, 'Player Wins'); game.training.learnFromHistory(); LK.setTimeout(function () { grid.forEach(function (cell) { cell.destroy(); }); grid = []; game.aiPlayer.decision = new Decision(); // Reset AI decision state game.aiTurn = false; // Reset AI turn state game.gameOver = false; // Reset game over state initializeGrid(); grid.forEach(function (cell) { cell.interactive = true; // Re-enable player input }); // Removed duplicate AI cooldown and turn reset logic grid.forEach(function (cell) { cell.interactive = true; // Re-enable player input after game state check }); game.level++; // Increase the level levelCounter.setText('Level: ' + game.level); }, 2000); } return; } } // Check for draw var draw = grid.every(function (cell) { return cell.taken; }); if (draw) { game.gameOver = true; game.training.recordGameOutcome(game.aiPlayer.decision.playerMoves, game.aiPlayer.decision.aiMoves, 'Draw'); game.training.learnFromHistory(); var flashCount = 0; var flashInterval = LK.setInterval(function () { LK.effects.flashScreen(0xA52A2A, 300); flashCount++; if (flashCount >= 4) { LK.clearInterval(flashInterval); grid.forEach(function (cell) { cell.destroy(); }); grid = []; game.aiPlayer.decision = new Decision(); game.aiTurn = false; // Reset AI turn state game.gameOver = false; // Reset game over state initializeGrid(); } }, 600); } }; game.aiPlay = function () { if (game.aiTurn) { LK.setTimeout(function () { game.aiPlayer.makeMove(); }, game.aiCooldown); } else { grid.forEach(function (cell) { cell.interactive = true; // Re-enable player input if AI turn is not active }); } }; // Start the game with the player's turn game.aiTurn = false;
===================================================================
--- original.js
+++ change.js
@@ -17,10 +17,9 @@
LK.setTimeout(function () {
grid.forEach(function (cell) {
cell.interactive = false;
});
- var rethink = new Rethink();
- rethink.simulateHumanDecision(self.decision.availableCells, function (chosenIndex) {
+ self.decision.decide(function (chosenIndex) {
if (chosenIndex !== undefined && !grid[chosenIndex].taken) {
var indicatorShape = grid[chosenIndex].attachAsset('indicator', {
anchorX: 0.5,
anchorY: 0.5
@@ -33,27 +32,25 @@
game.checkGameState();
if (!game.gameOver) {
game.aiTurn = false;
grid.forEach(function (cell) {
- cell.interactive = true; // Re-enable player input after AI move
+ cell.interactive = true; // Re-enable player input after AI move
});
}
}, game.aiCooldown);
} else {
game.aiTurn = false;
game.aiCooldownActive = false; // Ensure AI cooldown is reset
grid.forEach(function (cell) {
- cell.interactive = true; // Re-enable player input after AI move
+ cell.interactive = true; // Re-enable player input after AI move
});
- // Removed duplicate AI cooldown and turn reset logic
}
});
}, game.aiCooldown);
game.aiCooldownActive = true;
LK.setTimeout(function () {
game.aiCooldownActive = false;
game.aiTurn = false; // Ensure AI turn is reset
- // Removed duplicate AI cooldown and turn reset logic
}, game.aiCooldown);
}
};
// Add a method to undo the last move