User prompt
only flip the correct tiles
User prompt
add a check for valid tiles to flip
User prompt
after adding an AI tile, make it the players turn
User prompt
after adding a player tile, make it the AI turn
User prompt
wait for the player to move first
User prompt
place a white tile in a valid square when it is the AI turn
User prompt
alternate turns between the AI and the player
User prompt
create code to flip tiles in a valid move
User prompt
define the valid move so that a player can only add a tile to a square that will flip an opponent's tile
User prompt
alternate turns between the player and AI
User prompt
define the valid move so that the player can add a tile to a square that will flip an AI tile
User prompt
add a player tile when the player clicks on a valid squre
User prompt
create a valid move asset for valid move tiles
User prompt
create an asset type for valid move tiles
User prompt
create a separate tile class for valid move tiles, using a new asset
User prompt
Fix Bug: 'Uncaught TypeError: self.parent.isValidMove is not a function' in this line: 'if (self.parent.isValidMove(i, j, 'black', self.parent.board)) {' Line Number: 20
User prompt
create a guide overlay to show which tiles are valid moves
User prompt
Fix Bug: 'TypeError: self.parent.isValidMove is not a function' in this line: 'if (self.parent.playerTurn === 'black' && self.state === 'empty' && self.parent.isValidMove(i, j, 'black')) {' Line Number: 20
User prompt
add a black player tile when the player clicks a valid move
User prompt
Fix Bug: 'ReferenceError: playerTurn is not defined' in this line: 'if (playerTurn === 'black' && tile.state === 'empty' && isValidMove(i, j, 'black', board)) {' Line Number: 45
User prompt
Fix Bug: 'TypeError: self.parent.isValidMove is not a function' in this line: 'if (self.parent.playerTurn === 'black' && self.state === 'empty' && self.parent.isValidMove(i, j, 'black')) {' Line Number: 20
User prompt
create a 3 second countdown at the start of the game before the AI moves
User prompt
at the start of the game, make the AI move first
User prompt
Fix Bug: 'TypeError: self.parent.isValidMove is not a function' in this line: 'if (self.parent.playerTurn === 'black' && self.state === 'empty' && self.parent.isValidMove(i, j, 'black', self.parent.board)) {' Line Number: 20
User prompt
Fix Bug: 'ReferenceError: playerTurn is not defined' in this line: 'if (playerTurn === 'black' && self.state === 'empty' && isValidMove(i, j, 'black', board)) {' Line Number: 20
var AI = function () { this.makeMove = function (board) {}; }; var Tile = Container.expand(function () { var self = Container.call(this); var tileGraphics = self.createAsset('tile', 'Game Tile', .5, .5); self.state = 'empty'; self.flip = function (newState) { self.state = newState; if (self.state === 'black') { self.createAsset('blackTile', 'Black Tile', .5, .5); } else if (self.state === 'white') { self.createAsset('whiteTile', 'White Tile', .5, .5); } }; self.showGuide = function () { if (self.parent.playerTurn === 'black' && self.state === 'empty') { var i = Math.floor((self.x - self.parent.boardStartX) / self.width); var j = Math.floor((self.y - self.parent.boardStartY) / self.height); if (self.parent.isValidMove(i, j, 'black', self.parent.board)) { self.createAsset('guideOverlay', 'Guide Overlay', .5, .5); } } }; self.on('down', function (obj) { var pos = obj.event.getLocalPosition(self.parent); var i = Math.floor((pos.x - self.parent.boardStartX) / self.width); var j = Math.floor((pos.y - self.parent.boardStartY) / self.height); if (self.parent.playerTurn === 'black' && self.state === 'empty' && self.parent.isValidMove(i, j, 'black', self.parent.board)) { self.flip('black'); self.parent.hideGuides(); } }); }); var Game = Container.expand(function () { var self = Container.call(this); var board = []; var ai = new AI(); self.playerTurn = 'black'; var tile = new Tile(); var boardWidth = 8 * tile.width; var boardHeight = 8 * tile.height; self.boardStartX = boardStartX = (2048 - boardWidth) / 2; self.boardStartY = boardStartY = (2732 - boardHeight) / 2; self.hideGuides = function () { for (var i = 0; i < 8; i++) { for (var j = 0; j < 8; j++) { var guideOverlay = board[i][j].getChildByName('guideOverlay'); if (guideOverlay) { guideOverlay.destroy(); } } } }; for (var i = 0; i < 8; i++) { board[i] = []; for (var j = 0; j < 8; j++) { var tile = self.addChild(new Tile()); tile.x = boardStartX + i * tile.width; tile.y = boardStartY + j * tile.height; board[i][j] = tile; tile.showGuide(); tile.on('down', function (obj) { var pos = obj.event.getLocalPosition(self.parent); var i = Math.floor((pos.x - self.parent.boardStartX) / self.width); var j = Math.floor((pos.y - self.parent.boardStartY) / self.height); if (self.parent.playerTurn === 'black' && tile.state === 'empty' && self.parent.isValidMove(i, j, 'black', self.parent.board)) { tile.flip('black'); self.parent.hideGuides(); self.parent.showGuides(); } }); } } board[3][3].flip('white'); board[3][4].flip('black'); board[4][3].flip('black'); board[4][4].flip('white'); ai.makeMove(board); this.isValidMove = function (x, y, color, board) { var dx, dy, x1, y1, count; for (dx = -1; dx <= 1; dx++) { for (dy = -1; dy <= 1; dy++) { x1 = x + dx; y1 = y + dy; count = 0; while (x1 >= 0 && x1 < 8 && y1 >= 0 && y1 < 8 && board[x1][y1].state !== 'empty' && board[x1][y1].state !== color) { count++; x1 += dx; y1 += dy; } if (count > 0 && x1 >= 0 && x1 < 8 && y1 >= 0 && y1 < 8 && board[x1][y1].state === color) { return true; } } } return false; }; LK.on('tick', function () {}); });
===================================================================
--- original.js
+++ change.js
@@ -60,12 +60,15 @@
tile.y = boardStartY + j * tile.height;
board[i][j] = tile;
tile.showGuide();
tile.on('down', function (obj) {
- if (self.playerTurn === 'black' && tile.state === 'empty' && self.isValidMove(i, j, 'black', board)) {
+ var pos = obj.event.getLocalPosition(self.parent);
+ var i = Math.floor((pos.x - self.parent.boardStartX) / self.width);
+ var j = Math.floor((pos.y - self.parent.boardStartY) / self.height);
+ if (self.parent.playerTurn === 'black' && tile.state === 'empty' && self.parent.isValidMove(i, j, 'black', self.parent.board)) {
tile.flip('black');
- self.hideGuides();
- self.showGuides();
+ self.parent.hideGuides();
+ self.parent.showGuides();
}
});
}
}
@@ -73,9 +76,9 @@
board[3][4].flip('black');
board[4][3].flip('black');
board[4][4].flip('white');
ai.makeMove(board);
- function isValidMove(x, y, color, board) {
+ this.isValidMove = function (x, y, color, board) {
var dx, dy, x1, y1, count;
for (dx = -1; dx <= 1; dx++) {
for (dy = -1; dy <= 1; dy++) {
x1 = x + dx;
@@ -91,7 +94,7 @@
}
}
}
return false;
- }
+ };
LK.on('tick', function () {});
});
create a flat, round, black counter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a flat, round, white counter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a flat green square with sharp corners and a very thin darker outline Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.