User prompt
add two new ai features to make the ai better at choosing
User prompt
make it so that the AI actually decides where to choose and also add an indicator on the top center of the game where it indicates what cell the ai is going to choose and also display the counter
User prompt
change it so that if the ai is not choosing anything make it also cause a game over
User prompt
add a failsafe feature where if the game soft locks then is should trigger a game over
User prompt
the ai is now broken and it causes the game to freeze
User prompt
prevent the ai from choosing to cells at once
User prompt
Make it so that the ai understands the players moves
User prompt
after the ai chosen a cell add a little cooldown for the player
User prompt
Please fix the bug: 'Timeout.tick error: self.predictAndCounterPlayerMove is not a function' in or related to this line: 'var chosenIndex = self.predictAndCounterPlayerMove();' Line Number: 252
User prompt
add 1 big feature for ai
User prompt
decrease the ai move and indicator cooldown to match
User prompt
make it so that the player can't choose yet after the ai chose a cell and not the indicator
User prompt
make it so that the ai learns from the player like the placements and more. even if the player got a game over
User prompt
add a bug where the ai tends to chose multiple cells at once
User prompt
increase the cooldown for the player
User prompt
make it so that the player and the indicator cool down is more lower
User prompt
improve the ai decision making
User prompt
fix the ai sometimes not choosing a cell after the player already choose a cell
User prompt
make sure that it tries to block the player from winning
User prompt
add an IQ system to make sure that the ai is so smart
User prompt
increase the cooldown for when the player can choose
User prompt
implement a dynamic background that shows small stars moving downwards and also make them look like they are glowing
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
/****
* Classes
****/
// 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();
});
});
// Initialize power-up assets
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;
case 4:
// Extreme
// Implement extreme difficulty logic, making the AI nearly unbeatable
this.decide = function (callback) {
// Enhanced AI decision-making logic for extreme difficulty
};
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 () {
// Disable player input
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;
} else {
self.decision.playerMoves = [];
self.decision.aiMoves = [];
for (var i = 0; i < 9; i++) {
self.decision.availableCells[i] = i;
}
}
}, 500);
} else {
game.aiTurn = false; // Ensure AI turn is ended if no valid move is made
}
// Enable player input
grid.forEach(function (cell) {
if (!cell.taken) {
cell.interactive = true;
}
});
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
****/
// Initialize power-up assets
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
// Initialize dynamic difficulty adjustment
game.level = 1; // Start at level 1
game.adjustDifficulty = function () {
// Adjust difficulty based on player's win rate
var winRate = game.playerWins / (game.playerWins + game.aiWins);
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);
};
game.playerWins = 0;
game.aiWins = 0;
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;