-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathscript.js
146 lines (124 loc) · 4.04 KB
/
script.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
let originalBoard;
const humanPlayer = 'O';
const aiPlayer = 'X';
const winCombos = [
[0,1,2],
[3,4,5],
[6,7,8],
[0,3,6],
[1,4,7],
[2,5,8],
[0,4,8],
[6,4,2]
]
const cells = document.querySelectorAll('.cell');
startGame();
function startGame(){
document.querySelector(".endgame").style.display = "none"; //Hide summary
originalBoard = Array.from(Array(9).keys()); //Create new array from 0 to 8
for (let i = 0; i < cells.length; i++){ //Clear the board
cells[i].innerText = '';
cells[i].style.removeProperty('background-color'); //Remove highlight of the winner combo
cells[i].addEventListener('click', turnClick, false);
}
}
function turnClick(square){ //Runs when human player clicks the target
if (typeof originalBoard[square.target.id] == 'number') { //If no one has played in a clicked spot
turn(square.target.id, humanPlayer) //Human Player Plays
if (!checkWin(originalBoard, humanPlayer) && !checkTie()) turn(bestSpot(), aiPlayer) //Computer Player Plays
}
}
function turn (squareId, player) { //Runs when turn is made (By either human or AI)
originalBoard[squareId] = player;
document.getElementById(squareId).innerText = player;
let gameWon = checkWin(originalBoard, player);
if (gameWon) gameOver(gameWon);
}
function checkWin(board, player){
let plays = board.reduce((a, e, i) =>(e===player) ? a.concat(i) : a, []); //Finds every index that player has played in
let gameWon = null;
for (let [index, win] of winCombos.entries()) { //winCombos.entries() is the way to get both index and win variables
if (win.every(elem => plays.indexOf(elem)>-1)){ //For every win, checks if player played on all the spots that contribute to the winning combo
gameWon = {index: index, player: player};
break;
}
}
return gameWon;
}
function gameOver(gameWon){
for(let index of winCombos[gameWon.index]) {
document.getElementById(index).style.backgroundColor = gameWon.player == humanPlayer ? "blue" : "red";
}
for(let i = 0; i < cells.length; i++){
cells[i].removeEventListener('click', turnClick, false);
}
declareWinner(gameWon.player == humanPlayer ? "You win!" : "You lose.")
}
function declareWinner(who) {
document.querySelector(".endgame").style.display = "flex";
document.querySelector(".endgame .text").innerText = who;
}
function emptySquares(){
return originalBoard.filter(n => typeof n === 'number');
}
function randomSpot() {
return emptySquares()[0]; //Find first playable field and play here (Random AI)
}
function bestSpot(){
return minimax(originalBoard, aiPlayer).index;
}
function checkTie(){
if (emptySquares().length == 0){
for (let i = 0; i < cells.length; i++){
cells[i].style.backgroundColor = 'green';
cells[i].removeEventListener('click', turnClick, false);
}
declareWinner("Tie Game!")
return true;
}
return false;
}
function minimax(newBoard, player) {
var availSpots = emptySquares();
if (checkWin(newBoard, humanPlayer)) {
return {score: -10};
} else if (checkWin(newBoard, aiPlayer)) {
return {score: 10};
} else if (availSpots.length === 0) {
return {score: 0};
}
var moves = [];
for (var i = 0; i < availSpots.length; i++) {
var move = {};
move.index = newBoard[availSpots[i]];
newBoard[availSpots[i]] = player;
if (player == aiPlayer) {
var result = minimax(newBoard, humanPlayer);
move.score = result.score;
} else {
var result = minimax(newBoard, aiPlayer);
move.score = result.score;
}
newBoard[availSpots[i]] = move.index;
moves.push(move);
}
var bestMove;
if(player === aiPlayer) {
var bestScore = -10000;
for(var i = 0; i < moves.length; i++) {
if (moves[i].score > bestScore) {
bestScore = moves[i].score;
bestMove = i;
}
}
} else {
var bestScore = 10000;
for(var i = 0; i < moves.length; i++) {
if (moves[i].score < bestScore) {
bestScore = moves[i].score;
bestMove = i;
}
}
}
return moves[bestMove];
}