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Migrate to the latest version of LK
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add a failsafe feature where if the game ever softlocks or has problems make sure to cause a game over
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Please fix the bug: 'Timeout.tick error: self.analyzePlayerPatterns is not a function' in or related to this line: 'var patternAnalysis = self.analyzePlayerPatterns();' Line Number: 280
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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
/**** * Classes ****/ 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 && !game.aiTurn) { LK.setTimeout(function () { // 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 () { // This block intentionally left blank to simulate the removal of duplicated decision logic }, game.aiCooldown); 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 { // Removed reset of playerMoves and aiMoves to allow AI to learn from previous games for (var i = 0; i < 9; i++) { if (!self.decision.availableCells.includes(i)) { self.decision.availableCells.push(i); } } } }, game.aiCooldown); } else { game.aiTurn = false; // Ensure AI turn is ended if no valid move is made } // Increase delay enabling player input to prevent immediate selection after AI's choice LK.setTimeout(function () { grid.forEach(function (cell) { if (!cell.taken) { cell.interactive = true; } }); game.aiTurn = false; }, 1000); // Increase delay to 1000ms before player can interact again 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); } }; }); // 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 }); }; }); // 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) { // Enhanced AI decision-making logic // The AI now analyzes the game state to make strategic decisions, including blocking player wins and setting up wins. 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); }); } }); // 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; } // 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.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]; 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; }; 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 // Implement extreme difficulty logic, making the AI nearly unbeatable this.decide = function (callback) { // Enhanced AI decision-making logic for extreme difficulty // Utilize a more sophisticated algorithm to evaluate and choose the best move // This could involve analyzing multiple future moves ahead (like in chess algorithms) // and considering both offensive and defensive strategies based on the current state of the game. // Placeholder for advanced decision-making algorithm // Example placeholder logic if (typeof callback === 'function') { callback(chosenIndex); } }; // Method for predicting and countering the player's move based on game history self.predictAndCounterPlayerMove = function () { // Analyze player's move patterns and tendencies var playerTendency = self.analyzePlayerTendencies(); var counterMoveIndex = -1; // Based on analysis, predict player's next move and decide on a counter strategy if (playerTendency.favorCorners) { counterMoveIndex = self.findCenterOrSide(); } else if (playerTendency.favorCenter) { counterMoveIndex = self.findEmptyCorner(); } else { // If no specific tendency, choose a strategic move counterMoveIndex = self.findStrategicMove(); } // If no strategic move is found, fallback to a random available cell return counterMoveIndex !== -1 ? counterMoveIndex : self.availableCells[Math.floor(Math.random() * self.availableCells.length)]; }; // Method to analyze player's move tendencies and return an analysis object self.analyzePlayerTendencies = function () { var tendencies = { favorCorners: false, favorCenter: false // Additional tendencies can be added here }; // Analyze the player's moves to identify tendencies var cornerMoves = [0, 2, 6, 8]; var centerMove = 4; var playerCornerMoves = self.playerMoves.filter(function (move) { return cornerMoves.includes(move); }).length; var playerCenterMoves = self.playerMoves.includes(centerMove) ? 1 : 0; // Determine tendencies based on move history tendencies.favorCorners = playerCornerMoves > playerCenterMoves; tendencies.favorCenter = playerCenterMoves > 0; return tendencies; }; // Method to find an empty corner, prioritizing corners not adjacent to the player's last move self.findEmptyCorner = function () { var cornerIndices = [0, 2, 6, 8]; var emptyCorners = cornerIndices.filter(function (index) { return self.availableCells.includes(index); }); return emptyCorners.length > 0 ? emptyCorners[Math.floor(Math.random() * emptyCorners.length)] : -1; }; // Method to find the center or an empty side, based on availability self.findCenterOrSide = function () { var centerIndex = 4; var sideIndices = [1, 3, 5, 7]; var emptySides = sideIndices.filter(function (index) { return self.availableCells.includes(index); }); if (self.availableCells.includes(centerIndex)) { return centerIndex; } else if (emptySides.length > 0) { return emptySides[Math.floor(Math.random() * emptySides.length)]; } else { return -1; } }; break; default: // Default to medium difficulty if an unknown level is provided break; } }; }); // Initialize star asset // 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(); }); }); // Define the Star class for the dynamic background var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('starShape', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 1; // Random speed for each star self.move = function () { self.y += self.speed; if (self.y > 2732) { // Reset star position when it goes off-screen self.y = -50; self.x = Math.random() * 2048; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Create stars for the dynamic background // Initialize power-up assets var stars = []; for (var i = 0; i < 100; i++) { var star = new Star(); star.x = Math.random() * 2048; star.y = Math.random() * 2732; game.addChild(star); stars.push(star); } // Animate stars LK.on('tick', function () { stars.forEach(function (star) { star.move(); }); }); // Initialize star asset 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.playerWins = 0; game.aiWins = 0; 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); // Update level display levelCounter.setText('Level: ' + 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 = 1000; // 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
@@ -10,9 +10,9 @@
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) {
+ if (!game.gameOver && !game.aiCooldownActive && !game.aiTurn) {
LK.setTimeout(function () {
// Disable player input
grid.forEach(function (cell) {
cell.interactive = false;