User prompt
fix a bug where the ai doesn't have enough time to choose a cell because the player can take the cell immediately even though the ai was taking the spot
User prompt
add logic code and events for the dynamic difficulty system
User prompt
add a dynamic difficulty adjustment
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add 2 new core features
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add 1 core feature
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make it so that the players input is disabled while the ai is choosing and then enable the player input for choosing after the ai has chosen a cell
User prompt
trigger the winning event for the ai after the indicator shows that it has already chosen
User prompt
fix a bug where the ai has already won but it's not triggering the winning event it only triggers after i make a move even though the ai already won
User prompt
make the ai's difficulty to extreme measures
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remove the achievement system and it's references
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center the achievement message top centered
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add 2 starting achievements like for beginners and intermediate and advanced player
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make sure that the achievement message is displayed above all cells
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Add two new Achievements to the Achievement System.
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at an Achievement System.
User prompt
Add two new features for the AI.
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improve the ai prediction moves and thinking moves
User prompt
add a new feature for the ai where the ai can think where to choose carefully instead of just choosing a random cell
User prompt
add a new asset called indicator and make it transparent blue and make it so that the ai uses the new indicator for the player to know where the ai is gonna choose
User prompt
add a cooldown delay for the ai and player when choosing a cell in order not to cause bugs or freezes
User prompt
fix a bug where the ai and player sometimes doesn't appear when choosing cells and also fix where the ai chooses an already taken cell
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can you implement #1 option
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add 1 feature
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make the cell and everything bigger for people that play on mobile
User prompt
Please fix the bug: 'Timeout.tick error: self.decision.predictPlayerMove is not a function' in or related to this line: 'var predictedIndex = self.decision.predictPlayerMove();' Line Number: 279
/**** * Classes ****/ var Decision = Container.expand(function () { var self = Container.call(this); 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 // Enhanced AI decision-making process 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 (playerCount === 2 && availableCount === 1) { // If player is about to win, find and block that move blockMoveIndex = condition.find(function (index) { return self.availableCells.includes(index); }); // Additionally, check if blocking this move creates a potential win condition for AI in future turns var potentialWinAfterBlock = winConditions.some(function (winCondition) { return winCondition.includes(blockMoveIndex) && winCondition.filter(function (i) { return self.aiMoves.includes(i); }).length === 2; }); if (potentialWinAfterBlock) { // Prioritize blocking moves that could lead to a win blockMoveIndex = condition.find(function (index) { return self.availableCells.includes(index) && winConditions.some(function (winCondition) { return winCondition.includes(index) && winCondition.filter(function (i) { return self.aiMoves.includes(i); }).length === 2; }); }); } } }); // Prioritize AI's winning move over blocking if (winningMoveIndex !== -1) { if (typeof callback === 'function') { callback(winningMoveIndex); } return; } // Use blocking move if no winning move is available if (blockMoveIndex !== -1) { if (typeof callback === 'function') { callback(blockMoveIndex); } return; } // Find and execute fork opportunities for AI var forkMove = self.findForkMove(); if (forkMove !== -1) { if (typeof callback === 'function') { callback(forkMove); } return; } // If no fork opportunity, proceed with strategic move var strategicMove = self.findStrategicMove(); if (strategicMove !== -1) { if (typeof callback === 'function') { callback(strategicMove); } return; } // As a last resort, choose a random available cell var randomIndex = self.availableCells[Math.floor(Math.random() * self.availableCells.length)]; if (typeof callback === 'function') { callback(randomIndex); } }; 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 (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; } } } }); 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]; // 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; } } } }); 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); } // 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; default: // Default to medium difficulty if an unknown level is provided break; } }; }); // 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 }); }; }); 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 && !game.aiCooldownActive) { LK.setTimeout(function () { 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'); }, 500); 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; } } } else { game.aiTurn = false; // Ensure AI turn is ended if no valid move is made } 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; } } }); }, game.aiCooldown); game.aiCooldownActive = true; LK.setTimeout(function () { game.aiCooldownActive = false; }, 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); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Achievement System Class // Define the assets for the tic tac toe game function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) { descriptor.writable = true; } Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor); } } function _createClass(Constructor, protoProps, staticProps) { if (protoProps) { _defineProperties(Constructor.prototype, protoProps); } if (staticProps) { _defineProperties(Constructor, staticProps); } Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : String(i); } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var AchievementSystem = /*#__PURE__*/function () { function AchievementSystem() { _classCallCheck(this, AchievementSystem); this.achievements = []; // Add Beginner Achievement this.addAchievement('Beginner: Welcome to Tic Tac Toe!'); } _createClass(AchievementSystem, [{ key: "addAchievement", value: function addAchievement(description) { this.achievements.push(description); console.log('Achievement unlocked:', description); // Display achievement to the player var achievementText = new Text2('Achievement: ' + description, { size: 50, fill: "#ffffff" }); achievementText.anchor.set(0.5, 0); achievementText.x = 2048 / 2; achievementText.y = 2732 - (100 + this.achievements.length * 60); // Position achievements above all cells LK.gui.top.addChild(achievementText); if (description === 'Win at Level 5') { console.log('Special Achievement: Master of Tic Tac Toe!'); } // Add Intermediate Achievement if (description === 'Win 5 Games') { this.addAchievement('Intermediate: Tic Tac Toe Enthusiast!'); } // Add Advanced Achievement if (description === 'Win 10 Games') { this.addAchievement('Advanced: Tic Tac Toe Champion!'); } // Display achievement to the player var achievementText = new Text2('Achievement: ' + description, { size: 50, fill: "#ffffff" }); achievementText.anchor.set(0.5, 0); achievementText.x = 2048 / 2; achievementText.y = 100 + this.achievements.length * 60; // Position achievements vertically LK.gui.top.addChild(achievementText); } }]); return AchievementSystem; }(); // Initialize the Achievement System game.achievementSystem = new AchievementSystem(); 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(); 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.level = 1; // Initialize game level var levelCounter = new Text2('Level: ' + game.level, { size: 50, fill: "#ffffff" }); levelCounter.anchor.set(0.5, 0); levelCounter.x = 2048 / 2; levelCounter.y = 50; LK.gui.top.addChild(levelCounter); 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(); game.level = 1; // Reset level to 1 levelCounter.setText('Level: ' + game.level); }, 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(); grid.forEach(function (cell) { cell.interactive = true; // Re-enable player input }); 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; 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
@@ -469,8 +469,10 @@
var AchievementSystem = /*#__PURE__*/function () {
function AchievementSystem() {
_classCallCheck(this, AchievementSystem);
this.achievements = [];
+ // Add Beginner Achievement
+ this.addAchievement('Beginner: Welcome to Tic Tac Toe!');
}
_createClass(AchievementSystem, [{
key: "addAchievement",
value: function addAchievement(description) {
@@ -487,8 +489,16 @@
LK.gui.top.addChild(achievementText);
if (description === 'Win at Level 5') {
console.log('Special Achievement: Master of Tic Tac Toe!');
}
+ // Add Intermediate Achievement
+ if (description === 'Win 5 Games') {
+ this.addAchievement('Intermediate: Tic Tac Toe Enthusiast!');
+ }
+ // Add Advanced Achievement
+ if (description === 'Win 10 Games') {
+ this.addAchievement('Advanced: Tic Tac Toe Champion!');
+ }
// Display achievement to the player
var achievementText = new Text2('Achievement: ' + description, {
size: 50,
fill: "#ffffff"