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); } }; }); var Game = Container.expand(function () { var self = Container.call(this); var board = []; var ai = new AI(); var playerTurn = 'black'; var tile = new Tile(); var boardWidth = 8 * tile.width; var boardHeight = 8 * tile.height; var boardStartX = (2048 - boardWidth) / 2; var boardStartY = (2732 - boardHeight) / 2; 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.on('down', (function (tile) { return function (obj) { if (playerTurn === 'black' && tile.state === 'empty') { tile.flip('black'); playerTurn = 'white'; ai.makeMove(board); } }; })(tile)); } } board[3][3].flip('white'); board[3][4].flip('black'); board[4][3].flip('black'); board[4][4].flip('white'); ai.makeMove(board); LK.on('tick', function () {}); });
===================================================================
--- original.js
+++ change.js
@@ -13,15 +13,8 @@
self.createAsset('whiteTile', 'White Tile', .5, .5);
}
};
});
-var ValidMoveTile = Container.expand(function () {
- var self = Container.call(this);
- self.state = 'valid';
- self.showValidMove = function () {
- self.createAsset('validMoveIndicator', 'Valid Move Indicator', .5, .5);
- };
-});
var Game = Container.expand(function () {
var self = Container.call(this);
var board = [];
var ai = new AI();
@@ -37,39 +30,22 @@
var tile = self.addChild(new Tile());
tile.x = boardStartX + i * tile.width;
tile.y = boardStartY + j * tile.height;
board[i][j] = tile;
- tile.on('down', function (obj) {
- if (playerTurn === 'black' && tile.state === 'empty' && isValidMove(i, j, 'black', board)) {
- tile.flip('black');
- playerTurn = 'white';
- ai.makeMove(board);
- }
- });
+ tile.on('down', (function (tile) {
+ return function (obj) {
+ if (playerTurn === 'black' && tile.state === 'empty') {
+ tile.flip('black');
+ playerTurn = 'white';
+ ai.makeMove(board);
+ }
+ };
+ })(tile));
}
}
board[3][3].flip('white');
board[3][4].flip('black');
board[4][3].flip('black');
board[4][4].flip('white');
ai.makeMove(board);
- function isValidMove(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 () {});
});
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.