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script.js
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// Player Factory
const createPlayer = (marker) => {
const getMarker = () => marker;
return {getMarker}
}
// Gameboard Module and Modal display
const gameBoard = (() => {
const boxes = document.querySelectorAll('.box');
let gameArray = ['','','','','','','','',''];
const setGameArray = () => {
gameArray = ['','','','','','','','',''];
}
const getCurrentGameArray = () => {
return gameArray;
}
// Place marker
const placemarker = (index, marker) => {
gameArray[index] = marker;
displayMarkers();
};
// display current markers
const displayMarkers = () => {
for (let index = 0; index < gameArray.length; index++){
boxes.forEach(box => {
if (parseInt(box.id.split('-')[1]) === index){
box.innerHTML = gameArray[index];
}
});
}
};
const displayWinner = (message) => {
const modal = document.querySelector('.modal');
const winner = document.querySelector('.modal .winner');
modal.style.display = 'flex';
winner.innerHTML = `${message}`;
modal.addEventListener('click', e => {
modal.style.display = 'none';
gameController.resetGame();
});
};
return { placemarker , setGameArray, displayMarkers, getCurrentGameArray, displayWinner};
})();
// game controller
const gameController = (() => {
// Initialize Players
const playerX = createPlayer('X');
const playerO = createPlayer('O');
// Round Logic
let pickNumber = 0;
let aiDifficulty = "";
// Get gameboard elements
const boxes = document.querySelectorAll('.box');
// Get AI difficulty
const getDifficulty = () => {
const selection = document.querySelector("select");
return selection.options[selection.selectedIndex].value;
}
boxes.forEach(box => {
box.addEventListener('click', (e) => {
// Set AI diffculty only when at the begining of the game.
if (pickNumber === 0){
aiDifficulty = getDifficulty();
}
// Player Pick
let index = parseInt((e.target.id).split('-')[1]);
// Prevent from clicking twice vy looking at the index already used
if (gameBoard.getCurrentGameArray()[index] === ""){
gameBoard.placemarker(index, playerX.getMarker());
pickNumber += 1;
checkWinner(playerX.getMarker(), true);
// Computer Pick
// Prevent this section of the code from running if there are no more spots left in the grid
if ( (pickNumber < 9) && (checkWinner(playerX.getMarker(), display = false) !== true) ){
gameBoard.placemarker(aiController[`${aiDifficulty}`](),playerO.getMarker());
checkWinner(playerO.getMarker(),true);
pickNumber += 1;
};
if ( (pickNumber === 9) && (checkWinner(playerX.getMarker()) !== true) && (checkWinner(playerO.getMarker()) !== true) ){
gameBoard.displayWinner("Not Great, Not terrible. You Tied.");
};
};
});
});
// Determine if someone has won a game
const checkWinner = (marker, display, currentArray = gameBoard.getCurrentGameArray()) => {
let flag = 0;
// let markerArray = [];
// Winning Conditions
let conditions = [
[1,2,3],
[1,4,7],
[1,5,9],
[3,6,9],
[7,8,9],
[3,5,7],
[2,5,8],
[4,5,6]
]
for (let i = 0; i < conditions.length; i++){
for (let j = 0; j < conditions[i].length; j++){
if ( currentArray[ ( conditions[i][j] ) - 1 ] === marker){
flag += 1;
};
};
if (flag === 3){
if (display === true){
// If marker is X (user)
switch (marker){
case 'X':
gameBoard.displayWinner(`Great Job! You Win!`);
break;
case 'O':
gameBoard.displayWinner(`Oh No! You Lost :(`);
break;
}
}
return true;
} else {
flag = 0;
};
};
};
// Reset Game
const resetGame = () => {
gameBoard.setGameArray();
gameBoard.displayMarkers();
pickNumber = 0;
}
const resetButton = document.querySelector('.reset-button');
resetButton.addEventListener('click', resetGame);
return { resetGame, checkWinner, playerO, playerX }
})();
// AI Controller
const aiController = (() => {
// Pick the first availaible spot
const firstSpotPlay = () => {
for (let [index, el] of gameBoard.getCurrentGameArray().entries()){
if (el === ""){
return index;
};
};
};
// AI Random Play
const randomPlay = () => {
let currentArray = gameBoard.getCurrentGameArray();
let flag = true;
while (true){
let index = Math.floor(Math.random()*currentArray.length)
if (currentArray[index] === ""){
return index;
};
};
};
// AI Minimax Algorithim
const smartPlay = () => {
// Get current game array and set to currentArray
let currentArray = gameBoard.getCurrentGameArray();
const bestIndex = () => {
let bestScore = -Infinity;
let bestIndex;
for (let i = 0; i < currentArray.length; i++){
if (currentArray[i] === ""){
currentArray[i] = 'O';
let score = miniMax(currentArray, 3, false);
// console.log(`${i}:${score}`);
currentArray[i] = "";
if (score > bestScore){
bestScore = score;
bestIndex = i;
};
};
};
// console.log(bestIndex);
return bestIndex;
}
const miniMax = (array, depth, ismaximizing) => {
let marker = '';
if (ismaximizing === true){
marker = 'O';
}else {
marker = 'X';
};
// base conditions
// If the maximizing player is the winner.
if ( gameController.checkWinner("O", display=false, array) === true ){
return 1;
}
// If the minimizing player is the winner
else if (gameController.checkWinner("X", display = false, array) === true){
return -1;
}
// if a tie is found
else if (array.filter(word => word === "").length === 0){
return 0;
}
// Loop through the currentArray and determine where the move can be made.
if (ismaximizing){
let maxEval = -Infinity;
for (let i = 0; i < array.length; i++){
if (array[i] === ""){
array[i] = marker;
let eval = miniMax(array, depth - 1, false);
array[i] = "";
maxEval = Math.max(maxEval, eval);
};
};
return maxEval;
}else{
let minEval = Infinity;
for (let i = 0; i < array.length; i++){
if (array[i] === ""){
array[i] = marker;
let eval = miniMax(array, depth - 1, true);
array[i] = "";
minEval = Math.min(minEval, eval);
};
};
return minEval;
};
};
return bestIndex();
};
return { "easy": firstSpotPlay, "medium": randomPlay, "hard": smartPlay }
})();