User prompt
Oyunda kimse kazanmazsa beraberlik yazsın.
User prompt
Karşımızdakinin zorluğu çok zor olsun.
User prompt
Please fix the bug: 'Uncaught TypeError: LK.showPopup is not a function' in or related to this line: 'LK.showPopup({' Line Number: 89
User prompt
Oyun berabere bitince bir pencerede berabere yatsın.
User prompt
Beraberlik olunca oyun berabere berabere yatsın.
User prompt
Oyunun zorluğunu biz seçebilelim.
User prompt
Berabere bitince beraberlik, beraberlik yapsın.
User prompt
Botun zorluğunu biz seçelim.
User prompt
Botun seviyeleri olsun. Birinci seviye kolay, diğer seviyeler yavaş yavaş zorlu olur.
User prompt
X oyunu kazanınca oyunu kazandığın yazısı çıksın.
User prompt
Oyunu 3 tur yapar mısın? Ve karşıda bir bot olsun.
User prompt
Generate the first version of the source code of my game: XOXO: Klasik Üçlü
Code edit (1 edits merged)
Please save this source code
User prompt
XOXO: Klasik Üçlü
Initial prompt
bana bir xoxo oyunu yapar mısın?
/**** * Classes ****/ // Board cell class var Cell = Container.expand(function () { var self = Container.call(this); // Board position self.row = 0; self.col = 0; self.mark = null; // Mark instance or null // Draw cell background var bg = self.attachAsset('cellBg', { width: cellSize, height: cellSize, color: 0x12e66b, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Draw border (simulate with a slightly smaller colored box) var border = self.attachAsset('cellBorder', { width: cellSize - 8, height: cellSize - 8, color: 0xed056b, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Place mark (X or O) self.placeMark = function (type) { if (self.mark) return; var m = new Mark(); m.setType(type); m.x = 0; m.y = 0; self.addChild(m); self.mark = m; }; // Remove mark (for reset) self.clearMark = function () { if (self.mark) { self.mark.destroy(); self.mark = null; } }; // Touch/click event self.down = function (x, y, obj) { if (gameOver || waitingBot) return; if (self.mark) return; if (isBotGame && currentPlayer !== playerMark) return; self.placeMark(currentPlayer); boardState[self.row][self.col] = currentPlayer; var win = checkWin(); if (win) { for (var i = 0; i < win.length; i++) { var cell = cells[win[i][0]][win[i][1]]; LK.effects.flashObject(cell, 0x8be34a, 800); } playerScore++; updateScoreTxt(); if (currentPlayer === 'X') { LK.showYouWin('Kazandın!'); } else { LK.showGameOver(); } gameOver = true; nextRound(); return; } if (isBoardFull()) { // If board is full and no win, it's a draw LK.effects.flashScreen(0xcccccc, 800); LK.showYouWin('Berabere!'); gameOver = true; nextRound(); return; } // Switch player currentPlayer = isBotGame ? botMark : currentPlayer === 'X' ? 'O' : 'X'; updateTurnText(); // If bot's turn, trigger bot move if (isBotGame && currentPlayer === botMark && !gameOver) { waitingBot = true; LK.setTimeout(botMove, 600); } }; return self; }); // No plugins needed for MVP // X or O mark class var Mark = Container.expand(function () { var self = Container.call(this); // type: 'X' or 'O' self.type = 'X'; // Set up asset for X or O self.setType = function (type) { self.type = type; self.removeChildren(); if (type === 'X') { // X: two crossing rectangles var bar1 = self.attachAsset('xBar1', { width: 120, height: 20, color: 0x3c0ef1, shape: 'box', anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 4 }); var bar2 = self.attachAsset('xBar2', { width: 120, height: 20, color: 0x7c620f, shape: 'box', anchorX: 0.5, anchorY: 0.5, rotation: -Math.PI / 4 }); } else { // O: ellipse var ellipse = self.attachAsset('oEllipse', { width: 110, height: 110, color: 0x5ece7b, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Inner white ellipse for "hollow" O var inner = self.attachAsset('oInner', { width: 60, height: 60, color: 0xab76dc, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xffffff }); /**** * Game Code ****/ // Board setup var boardSize = 3; var cellSize = 320; // 3x3 grid fits well in 2048x2732 var boardPixelSize = cellSize * boardSize; var boardOffsetX = (2048 - boardPixelSize) / 2; var boardOffsetY = Math.max(120, (2732 - boardPixelSize) / 2 + 100); // State var cells = []; var boardState = []; var currentPlayer = 'X'; var gameOver = false; // 3-round logic and bot var totalRounds = 3; var currentRound = 1; var playerScore = 0; var botScore = 0; var isBotGame = true; // always play against bot var playerMark = 'X'; var botMark = 'O'; var waitingBot = false; // Score display var scoreTxt = new Text2('Sen: 0 Bot: 0 Tur: 1/3', { size: 90, fill: 0x2D8CF0 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 30; // Bot level selector (always 'Çok Zor') var botLevelNames = ['Çok Zor']; var botLevel = 4; // 4 = perfect play (minimax) var botLevelTxt = new Text2('Bot: ' + botLevelNames[0], { size: 70, fill: 0x1A6B2B }); botLevelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(botLevelTxt); botLevelTxt.y = 110; // Bot zorluğu sabit, değiştirilemez botLevelTxt.setText('Bot: ' + botLevelNames[0]); botLevelTxt.interactive = false; botLevelTxt.buttonMode = false; botLevelTxt.down = function (x, y, obj) { // Seviye değiştirilemez }; // Helper: update score and round display function updateScoreTxt() { scoreTxt.setText('Sen: ' + playerScore + ' Bot: ' + botScore + ' Tur: ' + currentRound + '/3'); } // Turn display var turnTxt = new Text2('Sıra: X', { size: 80, fill: 0x444444 }); turnTxt.anchor.set(0.5, 0); LK.gui.top.addChild(turnTxt); turnTxt.y = 170; // Helper: update turn text function updateTurnText() { if (isBotGame && currentPlayer === botMark) { turnTxt.setText('Bot düşünüyor...'); } else { turnTxt.setText('Sıra: ' + currentPlayer); } } // Helper: check for win function checkWin() { // Returns array of [row,col] for winning cells, or null var b = boardState; // Rows for (var r = 0; r < 3; r++) { if (b[r][0] && b[r][0] === b[r][1] && b[r][1] === b[r][2]) { return [[r, 0], [r, 1], [r, 2]]; } } // Cols for (var c = 0; c < 3; c++) { if (b[0][c] && b[0][c] === b[1][c] && b[1][c] === b[2][c]) { return [[0, c], [1, c], [2, c]]; } } // Diagonals if (b[0][0] && b[0][0] === b[1][1] && b[1][1] === b[2][2]) { return [[0, 0], [1, 1], [2, 2]]; } if (b[0][2] && b[0][2] === b[1][1] && b[1][1] === b[2][0]) { return [[0, 2], [1, 1], [2, 0]]; } return null; } // Helper: check for draw function isBoardFull() { for (var r = 0; r < 3; r++) { for (var c = 0; c < 3; c++) { if (!boardState[r][c]) return false; } } return true; } // Helper: reset board function resetBoard() { for (var r = 0; r < 3; r++) { for (var c = 0; c < 3; c++) { cells[r][c].clearMark(); boardState[r][c] = null; } } // Alternate who starts each round if (isBotGame) { if (currentRound % 2 === 1) { playerMark = 'X'; botMark = 'O'; currentPlayer = 'X'; } else { playerMark = 'O'; botMark = 'X'; currentPlayer = 'X'; } } else { currentPlayer = 'X'; } gameOver = false; waitingBot = false; updateTurnText(); updateScoreTxt(); // If bot starts, trigger bot move if (isBotGame && currentPlayer === botMark) { waitingBot = true; LK.setTimeout(botMove, 600); } } // Bot difficulty: 1 = easy, 2 = normal, 3 = hard, 4 = very hard, 5 = perfect var botLevel = 1; // Change this to set bot difficulty (1-5) // Use selected botLevel from UI function getBotLevel() { return 4; } // Minimax for perfect play (level 5) function minimax(board, depth, isMax, mark, oppMark) { var win = null; // Check for win for (var r = 0; r < 3; r++) { if (board[r][0] && board[r][0] === board[r][1] && board[r][1] === board[r][2]) win = board[r][0]; } for (var c = 0; c < 3; c++) { if (board[0][c] && board[0][c] === board[1][c] && board[1][c] === board[2][c]) win = board[0][c]; } if (board[0][0] && board[0][0] === board[1][1] && board[1][1] === board[2][2]) win = board[0][0]; if (board[0][2] && board[0][2] === board[1][1] && board[1][1] === board[2][0]) win = board[0][2]; if (win === mark) return 10 - depth; if (win === oppMark) return depth - 10; var full = true; for (var r = 0; r < 3; r++) for (var c = 0; c < 3; c++) if (!board[r][c]) full = false; if (full) return 0; var best = isMax ? -Infinity : Infinity; for (var r = 0; r < 3; r++) { for (var c = 0; c < 3; c++) { if (!board[r][c]) { board[r][c] = isMax ? mark : oppMark; var score = minimax(board, depth + 1, !isMax, mark, oppMark); board[r][c] = null; if (isMax) { if (score > best) best = score; } else { if (score < best) best = score; } } } } return best; } // Find best move for minimax function findBestMove(board, mark, oppMark) { var bestScore = -Infinity; var move = null; for (var r = 0; r < 3; r++) { for (var c = 0; c < 3; c++) { if (!board[r][c]) { board[r][c] = mark; var score = minimax(board, 0, false, mark, oppMark); board[r][c] = null; if (score > bestScore) { bestScore = score; move = [r, c]; } } } } return move; } // Try to win or block (level 3+) function findWinOrBlock(board, mark) { // Try to win for (var r = 0; r < 3; r++) for (var c = 0; c < 3; c++) { if (!board[r][c]) { board[r][c] = mark; var win = false; // Check win for (var i = 0; i < 3; i++) { if (board[i][0] && board[i][0] === board[i][1] && board[i][1] === board[i][2] && board[i][0] === mark) win = true; if (board[0][i] && board[0][i] === board[1][i] && board[1][i] === board[2][i] && board[0][i] === mark) win = true; } if (board[0][0] && board[0][0] === board[1][1] && board[1][1] === board[2][2] && board[0][0] === mark) win = true; if (board[0][2] && board[0][2] === board[1][1] && board[1][1] === board[2][0] && board[0][2] === mark) win = true; board[r][c] = null; if (win) return [r, c]; } } return null; } function botMove() { if (!isBotGame || gameOver) { waitingBot = false; return; } var level = getBotLevel(); // Find all empty cells var empty = []; for (var r = 0; r < 3; r++) { for (var c = 0; c < 3; c++) { if (!boardState[r][c]) empty.push([r, c]); } } if (empty.length === 0) { waitingBot = false; return; } var rc = null; if (level === 1) { // Easy: random var idx = Math.floor(Math.random() * empty.length); rc = empty[idx]; } else if (level === 2) { // Normal: 60% random, 40% block/win if (Math.random() < 0.4) { rc = findWinOrBlock(boardState, botMark); if (!rc) rc = findWinOrBlock(boardState, playerMark); if (!rc) { var idx = Math.floor(Math.random() * empty.length); rc = empty[idx]; } } else { var idx = Math.floor(Math.random() * empty.length); rc = empty[idx]; } } else if (level === 3) { // Hard: always block/win if possible, else random rc = findWinOrBlock(boardState, botMark); if (!rc) rc = findWinOrBlock(boardState, playerMark); if (!rc) { var idx = Math.floor(Math.random() * empty.length); rc = empty[idx]; } } else { // Level 4+: perfect play (minimax) rc = findBestMove(boardState, botMark, playerMark); if (!rc) { var idx = Math.floor(Math.random() * empty.length); rc = empty[idx]; } } var cell = cells[rc[0]][rc[1]]; // Place mark as bot cell.placeMark(botMark); boardState[rc[0]][rc[1]] = botMark; var win = checkWin(); if (win) { for (var i = 0; i < win.length; i++) { var wcell = cells[win[i][0]][win[i][1]]; LK.effects.flashObject(wcell, 0x8be34a, 800); } botScore++; updateScoreTxt(); LK.showGameOver(); gameOver = true; nextRound(); waitingBot = false; return; } if (isBoardFull()) { // If board is full and no win, it's a draw LK.effects.flashScreen(0xcccccc, 800); LK.showYouWin('Berabere!'); gameOver = true; nextRound(); waitingBot = false; return; } // Switch to player currentPlayer = playerMark; updateTurnText(); waitingBot = false; } // Build board for (var r = 0; r < 3; r++) { cells[r] = []; boardState[r] = []; for (var c = 0; c < 3; c++) { var cell = new Cell(); cell.row = r; cell.col = c; cell.x = boardOffsetX + c * cellSize + cellSize / 2; cell.y = boardOffsetY + r * cellSize + cellSize / 2; game.addChild(cell); cells[r][c] = cell; boardState[r][c] = null; } } // Reset board on game start or after game over resetBoard(); // Next round logic function nextRound() { LK.setTimeout(function () { currentRound++; if (currentRound > totalRounds) { // Show final winner var msg = ''; if (playerScore > botScore) msg = 'Kazandın! 🎉';else if (playerScore < botScore) msg = 'Bot kazandı!';else msg = 'Berabere!'; LK.effects.flashScreen(0x00ffcc, 800); LK.showYouWin(msg); // Reset all for new match currentRound = 1; playerScore = 0; botScore = 0; } resetBoard(); }, 1200); } // Optional: reset board after win/game over (handled by LK, but for MVP, reset on new game) game.on('reset', function () { currentRound = 1; playerScore = 0; botScore = 0; resetBoard(); updateScoreTxt(); LK.setScore(0); }); // No dragging or move events needed for this game // No update loop needed for static board game
===================================================================
--- original.js
+++ change.js
@@ -67,10 +67,11 @@
nextRound();
return;
}
if (isBoardFull()) {
+ // If board is full and no win, it's a draw
LK.effects.flashScreen(0xcccccc, 800);
- LK.showYouWin('Berabere! Berabere!');
+ LK.showYouWin('Berabere!');
gameOver = true;
nextRound();
return;
}
@@ -428,10 +429,11 @@
waitingBot = false;
return;
}
if (isBoardFull()) {
+ // If board is full and no win, it's a draw
LK.effects.flashScreen(0xcccccc, 800);
- LK.showYouWin('Berabere! Berabere!');
+ LK.showYouWin('Berabere!');
gameOver = true;
nextRound();
waitingBot = false;
return;