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Fix all the bugs that you hear.
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Make the ai smarter
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Add a new feature to the ai
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Fix Bug: 'Script error.' in or related to this line: 'var restartButton = new LK.UI.Button('Restart', {' Line Number: 411
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Fix Bug: 'Script error.' in or related to this line: 'var restartButton = new LK.UI.Button({' Line Number: 411
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Fix Bug: 'Script error.' in or related to this line: 'var restartButton = new LK.UI.Button({' Line Number: 411
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Fix Bug: 'Script error.' in or related to this line: 'var restartButton = new LK.UI.Button('Restart', {' Line Number: 411
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Fix Bug: 'Script error.' in or related to this line: 'var restartButton = new LK.UI.Button({' Line Number: 411
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Make a new feature
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create abother class for ai
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the ai tends to take two cells at once make sure to prevent the ai from taking two cells at once and make it only take one cell only
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make sure that the ai only places one per cell not two per cell even when blocking the player
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make sure that when the ai is blocking the player doesn't place a second one
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make sure that the ai always blocks the player from winnning
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if the player gets a tie the level reset back ti level 1
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when the levels are increasing make sure the ai get more smarter and smarter
Code edit (1 edits merged)
Please save this source code
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position the level counter on top of the cells
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make the ai 3x times smarter and better
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make a level counter to track what level the player is on and displaying of the cells
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make a level system where if the player win a game the level increases but the ai get harder in the game if the player gets a tie or looses in the game it will reset to level 1
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When the player or ai or a tie happens make sure to disable the players input and aid input then after the restart or game over reenable input
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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
/****
* 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);
});
}
});
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;
}
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 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)];
// 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.playerMoves.push(playerMoveIndex);
self.decision.availableCells.splice(self.decision.availableCells.indexOf(playerMoveIndex), 1);
};
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.playerMoves = [];
self.decision.aiMoves = [];
for (var i = 0; i < 9; i++) {
self.decision.availableCells[i] = i;
}
}
}
});
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// 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);
}
}
}
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],
// 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;