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.isValidMove = function (x, y, player, board) { var opponent = player === 'black' ? 'white' : 'black'; var directions = [{ x: -1, y: 0 }, { x: 1, y: 0 }, { x: 0, y: -1 }, { x: 0, y: 1 }, { x: -1, y: -1 }, { x: 1, y: 1 }, { x: -1, y: 1 }, { x: 1, y: -1 }]; for (var i = 0; i < directions.length; i++) { var dir = directions[i]; var j = 1; var tilesToFlip = []; while (true) { var checkX = x + dir.x * j; var checkY = y + dir.y * j; if (checkX < 0 || checkX >= 8 || checkY < 0 || checkY >= 8) break; var checkTile = board[checkX][checkY]; if (checkTile.state === 'empty') break; if (checkTile.state === opponent) { tilesToFlip.push(checkTile); } else if (checkTile.state === player) { if (tilesToFlip.length > 0) return true; break; } j++; } } return false; }; 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, i, j) { return function (obj) { if (playerTurn === 'black' && tile.state === 'empty' && tile.isValidMove(i, j, playerTurn, board)) { tile.flip('black'); playerTurn = 'white'; ai.makeMove(board); } }; })(tile, i, j)); } } 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
@@ -1,28 +1,13 @@
var AI = function () {
- this.makeMove = function (board, onAIMoveComplete) {
- if (typeof onAIMoveComplete === 'function') {
- onAIMoveComplete();
- }
- };
+ 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);
- function flipTiles(board, color, x, y) {
- var opponent = color === 'black' ? 'white' : 'black';
+ self.isValidMove = function (x, y, player, board) {
+ var opponent = player === 'black' ? 'white' : 'black';
var directions = [{
x: -1,
y: 0
}, {
@@ -46,70 +31,40 @@
}, {
x: 1,
y: -1
}];
- directions.forEach(function (dir) {
- var tilesToFlip = [];
- var xIter = x + dir.x;
- var yIter = y + dir.y;
- while (xIter >= 0 && xIter < 8 && yIter >= 0 && yIter < 8 && board[xIter][yIter].state === opponent) {
- tilesToFlip.push(board[xIter][yIter]);
- xIter += dir.x;
- yIter += dir.y;
- }
- if (xIter >= 0 && xIter < 8 && yIter >= 0 && yIter < 8 && board[xIter][yIter].state === color) {
- tilesToFlip.forEach(function (tile) {
- tile.flip(color);
- });
- }
- });
- }
- function isValidMove(board, color, x, y) {
- var opponent = color === 'black' ? 'white' : 'black';
- var directions = [{
- x: -1,
- y: 0
- }, {
- x: 1,
- y: 0
- }, {
- x: 0,
- y: -1
- }, {
- x: 0,
- y: 1
- }, {
- x: -1,
- y: -1
- }, {
- x: 1,
- y: 1
- }, {
- x: -1,
- y: 1
- }, {
- x: 1,
- y: -1
- }];
for (var i = 0; i < directions.length; i++) {
var dir = directions[i];
- var xIter = x + dir.x;
- var yIter = y + dir.y;
- var foundOpponent = false;
- while (xIter >= 0 && xIter < 8 && yIter >= 0 && yIter < 8) {
- if (board[xIter][yIter].state === opponent) {
- foundOpponent = true;
- xIter += dir.x;
- yIter += dir.y;
- } else if (board[xIter][yIter].state === color && foundOpponent) {
- return true;
- } else {
+ var j = 1;
+ var tilesToFlip = [];
+ while (true) {
+ var checkX = x + dir.x * j;
+ var checkY = y + dir.y * j;
+ if (checkX < 0 || checkX >= 8 || checkY < 0 || checkY >= 8) break;
+ var checkTile = board[checkX][checkY];
+ if (checkTile.state === 'empty') break;
+ if (checkTile.state === opponent) {
+ tilesToFlip.push(checkTile);
+ } else if (checkTile.state === player) {
+ if (tilesToFlip.length > 0) return true;
break;
}
+ j++;
}
}
return false;
- }
+ };
+ 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();
@@ -125,17 +80,12 @@
tile.y = boardStartY + j * tile.height;
board[i][j] = tile;
tile.on('down', (function (tile, i, j) {
return function (obj) {
- if (playerTurn === 'black' && tile.state === 'empty' && isValidMove(board, 'black', i, j)) {
+ if (playerTurn === 'black' && tile.state === 'empty' && tile.isValidMove(i, j, playerTurn, board)) {
tile.flip('black');
- flipTiles(board, 'black', i, j);
playerTurn = 'white';
- LK.setTimeout(function () {
- ai.makeMove(board, function () {
- playerTurn = 'black';
- });
- }, 0);
+ ai.makeMove(board);
}
};
})(tile, i, j));
}
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.