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
User prompt
add 2 new core features
User prompt
add 1 core feature
User prompt
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
User prompt
remove the achievement system and it's references
User prompt
center the achievement message top centered
User prompt
add 2 starting achievements like for beginners and intermediate and advanced player
User prompt
make sure that the achievement message is displayed above all cells
User prompt
Add two new Achievements to the Achievement System.
User prompt
at an Achievement System.
User prompt
Add two new features for the AI.
User prompt
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
User prompt
can you implement #1 option
User prompt
add 1 feature
User prompt
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 ****/ // 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; }); // 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, 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.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 = 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
@@ -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,