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app.js
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/**
* Player factory function
* @param {String} piece either 'X' or 'O'
* @returns
*/
const player = (piece) => {
return {piece};
}
/**
* gameBoard module
*/
const gameBoard = (() => {
let board = ['','','','','','','','',''];
const setCell = (index, piece) => {
board[index] = piece;
}
const getCell = (index) => {
return board[index];
}
const getAvailibleCells = () => {
let availible = []
for (let i = 0; i < 9; i++) {
if (board[i] === '') {
availible.push(i);
}
}
return availible;
}
const boardIsFull = () => {
return board.every(index => index !=='');
}
const resetBoard = () => {
for(let i = 0; i < board.length; i++) {
board[i] = '';
}
}
return { setCell, getCell, getAvailibleCells, boardIsFull, resetBoard };
})();
// factory function for displaying the game
const displayController = (() => {
let currMode = document.getElementById('mode');
let cells = document.querySelectorAll('.cell');
let resetBtn = document.getElementById('reset-btn');
currMode.addEventListener("change", () => {
resetBtn.click();
gameController.setMode(currMode.value);
})
for(let i = 0; i < cells.length; i++) {
cells[i].addEventListener("click", (e) => {
if (e.target.textContent !== "" || gameController.getGameFinished()) return;
gameController.playRound(i);
})
}
resetBtn.addEventListener("click", () => {
gameBoard.resetBoard();
resetDisplay();
gameController.resetGame();
});
function updateGameBoard() {
for(let i = 0; i < cells.length; i++) {
cells[i].textContent = gameBoard.getCell(i);
}
}
function displayResult(result) {
resultMsg = document.getElementById('result-msg');
if (result === 'Tie') {
resultMsg.textContent = ("Tie!");
} else {
resultMsg.textContent = (`${result} Wins!`);
}
}
function resetDisplay() {
resultMsg = document.getElementById('result-msg');
resultMsg.textContent = '';
updateGameBoard();
}
return { updateGameBoard, displayResult }
})();
// factory function for playing the actual game
const gameController = (() => {
let p1 = player('X');
let p2 = player('O');
let players = [p1, p2];
let round = 1;
let mode = 'one-player';
let gameFinished = false;
const setMode = (selectedMode) => { mode = selectedMode };
const getMode = () => { return mode };
const getGameFinished = () =>{ return gameFinished };
function playRound(cellIndex){
if (round % 2 == 0 && mode !== 'two-player') return;
round++;
gameBoard.setCell(cellIndex, getCurrentPlayerPiece());
displayController.updateGameBoard();
let gameResult = checkGame();
if (gameResult) {
gameFinished = true;
displayController.displayResult(gameResult);
} else if (mode !=='two-player') {
setTimeout(() => { computerRound() }, 500);
}
};
function computerRound() {
round++;
let availibleCells = gameBoard.getAvailibleCells();
let computer = mode === 'one-player' ? simpleComputerMove(availibleCells): aiComputerMove(availibleCells);
gameBoard.setCell(computer, getCurrentPlayerPiece());
displayController.updateGameBoard();
let gameResult = checkGame();
if (gameResult) {
gameFinished = true;
displayController.displayResult(gameResult);
};
}
function getCurrentPlayerPiece() {
return players[round % 2].piece
};
function simpleComputerMove(availibleCells) {
let pick = Math.floor((Math.random() * availibleCells.length) + 1) - 1;
return availibleCells[pick];
}
function aiComputerMove(availibleCells) {
let bestScore = -Infinity;
let bestMove;
for (let i = 0; i < availibleCells.length; i++) {
gameBoard.setCell(availibleCells[i], 'O');
let score = minimax(false);
gameBoard.setCell(availibleCells[i], '');
if (score > bestScore) {
bestScore = score;
bestMove = availibleCells[i];
}
}
return bestMove;
}
let scores = {'O': 1, 'X': -1, 'Tie': 0};
function minimax(isMaximizing) {
let result = checkGame();
if (result != null) {
return scores[result];
}
if (isMaximizing) { // computer is maximizing player
let availibleCells = gameBoard.getAvailibleCells();
let bestScore = -Infinity;
for (let i = 0; i < availibleCells.length; i++) {
gameBoard.setCell(availibleCells[i], 'O');
let score = minimax(false);
gameBoard.setCell(availibleCells[i], '');
bestScore = Math.max(bestScore, score);
}
return bestScore;
} else { // human i the minimizing player
let availibleCells = gameBoard.getAvailibleCells();
let bestScore = Infinity;
for (let i = 0; i < availibleCells.length; i++) {
gameBoard.setCell(availibleCells[i], 'X');
let score = minimax(true);
gameBoard.setCell(availibleCells[i], '');
bestScore = Math.min(bestScore, score);
}
return bestScore;
}
}
function checkGame() {
const winningPaths = [
[0, 1, 2],
[3, 4, 5],
[6, 7, 8],
[1, 4, 7],
[0, 3, 6],
[2, 5, 8],
[0, 4, 8],
[6, 4, 2]
];
xWin = winningPaths
.some(path => path.every(index => gameBoard.getCell(index) == 'X'));
oWin = winningPaths
.some(path => path.every(index => gameBoard.getCell(index) == 'O'));
if (xWin) {
return 'X';
} else if(oWin){
return 'O';
} else if (gameBoard.boardIsFull()) {
return 'Tie';
} else {
return null;
}
};
function resetGame() {
round = 1;
gameFinished = false;
}
return {
setMode, getMode,
getGameFinished, playRound,
resetGame
};
})();