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add 2 new features for the ai decision
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Fix Bug: 'Timeout.tick error: aiForkMoveIndex is not defined' in or related to this line: 'var chosenCell = isFirstMove && self.availableCells.includes(centerIndex) ? centerIndex : winningMoveIndex !== -1 ? winningMoveIndex : blockMoveIndex !== -1 ? blockMoveIndex : aiForkMoveIndex !== -1 ? aiForkMoveIndex : playerForkMoveIndex !== -1 ? playerForkMoveIndex : self.availableCells.includes(centerIndex) ? centerIndex : emptyCornerIndex !== undefined ? emptyCornerIndex : oppositeCornerIndex !== -1 ? oppositeCornerIndex : emptySideIndex !== -1 ? emptySideIndex : self.availableCells[Math.floor(Math.random() * self.availableCells.length)];' Line Number: 142
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add 3 feature for the ai decision making
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add a cooldown for the player so that the ai can have enough time to schoose
Code edit (1 edits merged)
Please save this source code
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make sure the ai uses the indicator that is in the asset tab
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make sure the indicator color outline is blue
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make sure the indicator outline is red
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Fix Bug: 'Timeout.tick error: LK.Shape is not a constructor' in or related to this line: 'var outline = new LK.Shape('box', {' Line Number: 175
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add an indication to where the ai is gonna choose like an outline
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add new feature to ai without breaking the ai and game
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make the ai smarter when deciding
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make it so that the ai can observe and remember where the player choose and also make it work even if there was a game over make sure this doesn't break anything
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i have a question is it possible to add a main menu to choose if you want to battle ai or human local multiplayer?
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add a retry screen only when the player gets a tie
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'stringify')' in or related to this line: 'LK.setCloudData(key, JSON.stringify(data));' Line Number: 315
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'stringify')' in or related to this line: 'LK.setCloudData(key, JSON.stringify(data));' Line Number: 314
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add a simple cloud save system so that it can save in the frvr platform
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fix where the ai freezes after the player won and fix the ai when the player choses on cell the ai freezes after the player won
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fix where the ai freezes and can't decide improve the ai and make it smarter
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fix where the player can't choose a cell after the ai choose a cell
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add logic so that the ai works all the time
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fix the ai using two cells at the same time instead of one
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fix the ai by adding vars and logic to improve it
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fix where when after the tie when the player takes a cell the game freezes and the ai doesn't work
/**** * Classes ****/ var Decision = Container.expand(function () { var self = Container.call(this); 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.decide = function (callback) { // AI decision-making logic to choose the best cell // First, check if the player is about to win and block them 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) { // If AI can win in the next move, prioritize that move winningMoveIndex = condition.find(function (index) { return self.availableCells.includes(index); }); if (winningMoveIndex !== -1) { if (typeof callback === 'function') { callback(winningMoveIndex); } return; } } if (playerCount === 2 && availableCount === 1) { blockMoveIndex = condition.find(function (index) { return self.availableCells.includes(index); }); } }); var aiForkMoveIndex = self.findForkMove('ai'); var playerForkMoveIndex = self.findForkMove('player'); 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 chosenCell = winningMoveIndex !== -1 ? winningMoveIndex : blockMoveIndex !== -1 ? blockMoveIndex : aiForkMoveIndex !== -1 ? aiForkMoveIndex : playerForkMoveIndex !== -1 ? playerForkMoveIndex : self.availableCells.includes(centerIndex) ? centerIndex : oppositeCornerIndex !== -1 ? oppositeCornerIndex : emptyCornerIndex !== undefined ? emptyCornerIndex : emptySideIndex !== -1 ? emptySideIndex : self.availableCells[Math.floor(Math.random() * self.availableCells.length)]; // Execute the callback with the chosen cell index 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; } return false; }); return forkMoveIndex; }; // Initialize available cells with all cell indices for (var i = 0; i < 9; i++) { self.availableCells.push(i); } }); // 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) { 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 }); }; }); 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.observe(playerMoveIndex); }; self.makeMove = function () { // Use the Decision class to choose the best cell for the AI's move if (!game.gameOver) { self.decision.decide(function (chosenIndex) { if (chosenIndex !== undefined) { if (!grid[chosenIndex].taken) { grid[chosenIndex].setPlayerValue('O'); self.decision.aiMoves.push(chosenIndex); self.decision.availableCells.splice(self.decision.availableCells.indexOf(chosenIndex), 1); } game.aiTurn = false; game.checkGameState(); if (game.gameOver) { self.decision = new Decision(); // Reset AI decision state after game over } } }); } }; }); var MainMenu = Container.expand(function () { var self = Container.call(this); self.interactive = true; var playVsAiButton = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 150, text: 'Play vs AI' }); var playVsHumanButton = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 150, text: 'Play vs Human' }); playVsAiButton.on('down', function () { game.startGame('ai'); }); playVsHumanButton.on('down', function () { game.startGame('human'); }); }); /**** * Initialize Game ****/ // Initialize the main menu var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize the main menu var mainMenu = new MainMenu(); LK.gui.center.addChild(mainMenu); game.startGame = function (mode) { LK.gui.center.removeChild(mainMenu); game.aiTurn = false; game.gameOver = false; if (mode === 'ai') { game.aiPlayer = new AIPlayer(); } initializeGrid(); }; // Define the assets for the tic tac toe game var grid = []; // Initialize the tic tac toe grid function initializeGrid() { var gridSize = 3; var cellSize = 200; 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); } } } // 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 game.aiTurn = false; game.aiCooldown = 500; // Cooldown time in milliseconds game.gameOver = false; game.checkGameState = function () { // 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); } var winner = grid[condition[0]].value === 'X' ? 'You Win!' : 'AI Wins!'; var winText = new Text2(winner, { size: 150, fill: "#ffffff" }); 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') { for (var i = 0; i < 3; i++) { LK.setTimeout(function () { LK.effects.flashScreen(0xFF0000, 300); }, i * 600); } LK.setTimeout(function () { LK.showGameOver(); }, 1800); } else { 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(); }, 2000); } return; } } // Check for draw var draw = grid.every(function (cell) { return cell.taken; }); if (draw) { game.gameOver = true; 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); } }; // Start the game with the player's turn game.aiTurn = false;
===================================================================
--- original.js
+++ change.js
@@ -175,19 +175,56 @@
});
}
};
});
+var MainMenu = Container.expand(function () {
+ var self = Container.call(this);
+ self.interactive = true;
+ var playVsAiButton = self.attachAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2 - 150,
+ text: 'Play vs AI'
+ });
+ var playVsHumanButton = self.attachAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2 + 150,
+ text: 'Play vs Human'
+ });
+ playVsAiButton.on('down', function () {
+ game.startGame('ai');
+ });
+ playVsHumanButton.on('down', function () {
+ game.startGame('human');
+ });
+});
/****
* Initialize Game
****/
+// Initialize the main menu
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
+// Initialize the main menu
+var mainMenu = new MainMenu();
+LK.gui.center.addChild(mainMenu);
+game.startGame = function (mode) {
+ LK.gui.center.removeChild(mainMenu);
+ game.aiTurn = false;
+ game.gameOver = false;
+ if (mode === 'ai') {
+ game.aiPlayer = new AIPlayer();
+ }
+ initializeGrid();
+};
// Define the assets for the tic tac toe game
var grid = [];
// Initialize the tic tac toe grid
function initializeGrid() {
@@ -203,10 +240,8 @@
grid.push(cell);
}
}
}
-game.aiPlayer = new AIPlayer();
-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],
@@ -272,37 +307,24 @@
return cell.taken;
});
if (draw) {
game.gameOver = true;
- var drawText = new Text2('It\'s a tie!', {
- size: 150,
- fill: "#ffffff"
- });
- drawText.anchor.set(0.5, 0.5);
- drawText.x = 2048 / 2;
- drawText.y = 2732 / 2 - 300;
- LK.gui.center.addChild(drawText);
- var retryButton = new Text2('Retry', {
- size: 150,
- fill: "#ffffff"
- });
- retryButton.anchor.set(0.5, 0.5);
- retryButton.x = 2048 / 2;
- retryButton.y = 2732 / 2;
- retryButton.interactive = true;
- retryButton.on('down', function () {
- 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();
- LK.gui.center.removeChild(drawText);
- LK.gui.center.removeChild(retryButton);
- });
- LK.gui.center.addChild(retryButton);
+ 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) {