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 validMoves = [];
for (var x = 0; x < 8; x++) {
for (var y = 0; y < 8; y++) {
if (board[x][y].state === 'empty' && board[x][y].isValidMove(x, y, 'white', board)) {
validMoves.push({
x: x,
y: y
});
}
}
}
if (validMoves.length > 0) {
var move = validMoves[Math.floor(Math.random() * validMoves.length)];
board[move.x][move.y].flip('white');
playerTurn = 'black';
}
};
};
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 tilesToFlip;
}
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') {
var tilesToFlip = tile.isValidMove(i, j, playerTurn, board);
if (tilesToFlip) {
tile.flip('black');
for (var k = 0; k < tilesToFlip.length; k++) {
tilesToFlip[k].flip('black');
}
playerTurn = 'white';
if (playerTurn === 'white') {
ai.makeMove(board);
playerTurn = 'black';
}
}
}
};
})(tile, i, j));
}
}
board[3][3].flip('white');
board[3][4].flip('black');
board[4][3].flip('black');
board[4][4].flip('white');
LK.on('tick', function () {});
});
===================================================================
--- original.js
+++ change.js
@@ -71,18 +71,14 @@
}
}
return false;
};
- self.flip = function (newState, tilesToFlip) {
- if (tilesToFlip && tilesToFlip.length > 0) {
- for (var i = 0; i < tilesToFlip.length; i++) {
- tilesToFlip[i].state = newState;
- if (newState === 'black') {
- tilesToFlip[i].createAsset('blackTile', 'Black Tile', .5, .5);
- } else if (newState === 'white') {
- tilesToFlip[i].createAsset('whiteTile', 'White Tile', .5, .5);
- }
- }
+ 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 () {
@@ -104,11 +100,14 @@
board[i][j] = tile;
tile.on('down', (function (tile, i, j) {
return function (obj) {
if (playerTurn === 'black' && tile.state === 'empty') {
- var validTilesToFlip = tile.isValidMove(i, j, playerTurn, board);
- if (validTilesToFlip) {
- tile.flip('black', validTilesToFlip);
+ var tilesToFlip = tile.isValidMove(i, j, playerTurn, board);
+ if (tilesToFlip) {
+ tile.flip('black');
+ for (var k = 0; k < tilesToFlip.length; k++) {
+ tilesToFlip[k].flip('black');
+ }
playerTurn = 'white';
if (playerTurn === 'white') {
ai.makeMove(board);
playerTurn = 'black';
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.