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add two new ai features to make the ai better at choosing
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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
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change it so that if the ai is not choosing anything make it also cause a game over
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add a failsafe feature where if the game soft locks then is should trigger a game over
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the ai is now broken and it causes the game to freeze
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prevent the ai from choosing to cells at once
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Make it so that the ai understands the players moves
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after the ai chosen a cell add a little cooldown for the player
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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
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add 1 big feature for ai
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decrease the ai move and indicator cooldown to match
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make it so that the player can't choose yet after the ai chose a cell and not the indicator
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make it so that the ai learns from the player like the placements and more. even if the player got a game over
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add a bug where the ai tends to chose multiple cells at once
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increase the cooldown for the player
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make it so that the player and the indicator cool down is more lower
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improve the ai decision making
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fix the ai sometimes not choosing a cell after the player already choose a cell
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make sure that it tries to block the player from winning
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add an IQ system to make sure that the ai is so smart
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increase the cooldown for when the player can choose
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implement a dynamic background that shows small stars moving downwards and also make them look like they are glowing
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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
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add logic code and events for the dynamic difficulty system
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add a dynamic difficulty adjustment
===================================================================
--- original.js
+++ change.js
@@ -378,8 +378,52 @@
// Disable player input
grid.forEach(function (cell) {
cell.interactive = false;
});
+ // Add a slight delay before making the AI move visible and interactive to ensure AI has "reserved" the cell
+ 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');
+ 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);
self.decision.decide(function (chosenIndex) {
if (chosenIndex !== undefined && !grid[chosenIndex].taken) {
var indicatorShape = grid[chosenIndex].attachAsset('indicator', {
anchorX: 0.5,