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app.js
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app.js
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const X_CLASS = 'x';
const O_CLASS = 'o';
const LOGO_X = 'logo__x';
const LOGO_O = 'logo__o';
const PICK = 'pick';
const UNPICK = 'unpick';
const SHOW = "show";
const IN_WIN_LINE = "inWinLine";
const WINNING_PATTERNS = [
[0, 1, 2],
[3, 4, 5],
[6, 7, 8],
[0, 3, 6],
[1, 4, 7],
[2, 5, 8],
[0, 4, 8],
[2, 4, 6]
];
// game board elements
const turnIndicator = document.getElementById('turn-indicator');
const indicatorLogo = turnIndicator.childNodes[1];
const refreshButton = document.getElementById('restart-button');
const cellElements = document.querySelectorAll('[data-cell');
const board = document.getElementById('board');
const xWinsCount = document.getElementById('x-wins-count');
const oWinsCount = document.getElementById('o-wins-count');
const tieCount = document.getElementById('tie-count');
// winning message elements
const winningMessage = document.getElementById('winning-message');
const whoWinsText = document.getElementById('banner-who-wins');
const whoTakesRound = document.getElementById('banner-who-takes-the-round');
const quitButton = document.getElementById('quit-button');
const nextRoundButton = document.getElementById('next-round-button');
// intro page elements
const intro = document.getElementById('intro');
const introPickLogoX = document.getElementById('intro__pick__logo__x');
const introPickLogoO = document.getElementById('intro__pick__logo__o');
const introNewGameVsCpu = document.getElementById('new-game-vs-cpu');
const introNewGameVsPlayer = document.getElementById('new-game-vs-player');
// game status
let isGameStarted = false;
// intro page letiables
let playerOnePickedCircle = true;
let playerOneVsCpu;
// game page variables
let circleTurn;
let xWinsCountText = xWinsCount.getElementsByTagName('span')[0];
let xWinsCountNumber = xWinsCount.getElementsByTagName('span')[1];
let tieCountNumber = tieCount.getElementsByTagName('span')[1];
let oWinsCountText = oWinsCount.getElementsByTagName('span')[0];
let oWinsCountNumber = oWinsCount.getElementsByTagName('span')[1];
let whoTakesRoundLogo = whoTakesRound.getElementsByTagName('div')[0];
let whoTakesRoundText = whoTakesRound.getElementsByTagName('div')[1];
// variable for minimax algorithm
let arrayForMinimax = [];
// show intro page
intro.classList.add(SHOW);
// handle player 1 pick mark events
introPickLogoX.addEventListener('click', () => {
if (playerOnePickedCircle) {
introPickLogoX.classList.add(PICK);
introPickLogoO.classList.add(UNPICK);
playerOnePickedCircle = !playerOnePickedCircle;
xWinsCountText.innerText = 'X (YOU)';
}
});
introPickLogoO.addEventListener('click', () => {
if (!playerOnePickedCircle) {
introPickLogoX.classList.remove(PICK);
introPickLogoO.classList.remove(UNPICK);
playerOnePickedCircle = !playerOnePickedCircle;
oWinsCountText.innerText = 'O (YOU)';
}
});
// Enter new game. hide intro page. show game page.
introNewGameVsCpu.addEventListener('click', () => {
playerOneVsCpu = true;
if (playerOnePickedCircle) {
xWinsCountText.innerText = 'X (CPU)';
} else {
oWinsCountText.innerText = 'O (CPU)';
}
startGame();
isGameStarted = true;
intro.classList.remove(SHOW);
});
introNewGameVsPlayer.addEventListener('click', () => {
playerOneVsCpu = false;
if (playerOnePickedCircle) {
xWinsCountText.innerText = 'X (PLAYER)';
} else {
oWinsCountText.innerText = 'O (PLAYER)';
}
startGame();
isGameStarted = true;
intro.classList.remove(SHOW);
});
// game page logic
refreshButton.addEventListener('click', () => {
if (isGameStarted) {
resetGameBoard();
if(playerOnePickedCircle && playerOneVsCpu){
cpuPlaceMark();
}
}
});
quitButton.addEventListener('click', quitGame);
nextRoundButton.addEventListener('click', nextRound);
function startGame() {
circleTurn = false;
cellElements.forEach(cell => {
cell.classList.remove(X_CLASS);
cell.classList.remove(O_CLASS);
cell.removeEventListener('click', handleCellClick);
cell.addEventListener('click', handleCellClick, {
once: true
});
});
winningMessage.classList.remove(SHOW);
if(playerOnePickedCircle && playerOneVsCpu){
cpuPlaceMark();
}
}
function handleCellClick(e) {
//handle click cell events only when game started and
//((it's player one's turn) or (player vs player))
if (isGameStarted &&
((circleTurn === playerOnePickedCircle) || (!playerOneVsCpu))) {
const cell = e.target;
if (!cell.classList.contains(O_CLASS) && !cell.classList.contains(X_CLASS)){
const currentClass = circleTurn ? O_CLASS : X_CLASS;
placeMark(cell, currentClass);
if (checkWin(currentClass)) {
endGame(false);
} else if (isTie()) {
endGame(true);
} else {
swapTurns();
swapIndicatorLogo();
}
}
}
}
function swapIndicatorLogo() {
if (indicatorLogo.classList[0] === LOGO_X) {
indicatorLogo.classList.replace(LOGO_X, LOGO_O);
} else {
indicatorLogo.classList.replace(LOGO_O, LOGO_X);
}
}
function swapTurns() {
circleTurn = !circleTurn;
// if next is cpu's turn, call cpuPlaceMark().
if (circleTurn && !playerOnePickedCircle && playerOneVsCpu){
cpuPlaceMark();
}
if (!circleTurn && playerOnePickedCircle && playerOneVsCpu){
cpuPlaceMark();
}
}
function placeMark(cell, currentClass) {
cell.classList.add(currentClass);
}
function checkWin(currentClass) {
return WINNING_PATTERNS.some(pattern => {
return pattern.every(index => {
return cellElements[index].classList.contains(currentClass)
});
});
}
function isTie() {
return [...cellElements].every(cell => {
return cell.classList.contains(X_CLASS) || cell.classList.contains(O_CLASS);
});
}
// winning message logic
function handleTie() {
tieCountNumber.innerText = Number(tieCountNumber.innerText) + 1;
whoWinsText.innerText = 'IT\'S A TIE';
whoTakesRound.classList.add('tie');
// if (!whoTakesRound.classList.contains('tie')) {
// }
whoTakesRoundText.innerText = "WANNA TRY AGAIN?"
}
function handleCircleWon() {
oWinsCountNumber.innerText = Number(oWinsCountNumber.innerText) + 1;
if (!playerOnePickedCircle) {
whoWinsText.innerText = "YOU LOSE!"
} else {
whoWinsText.innerText = "YOU WON!"
}
whoTakesRound.classList.remove('tie');
whoTakesRoundLogo.classList.remove(LOGO_X);
whoTakesRoundLogo.classList.add(LOGO_O);
whoTakesRoundText.classList.add('o-win');
// if (!whoTakesRoundLogo.classList.contains(LOGO_O)) {
// }
// if (!whoTakesRoundText.classList.contains('o-win')) {
// }
}
function handleCrossWon() {
xWinsCountNumber.innerText = Number(xWinsCountNumber.innerText) + 1;
if (!playerOnePickedCircle) {
whoWinsText.innerText = "YOU WON!"
} else {
whoWinsText.innerText = "YOU LOSE!"
}
whoTakesRound.classList.remove('tie');
whoTakesRoundLogo.classList.remove(LOGO_O);
whoTakesRoundLogo.classList.add(LOGO_X);
// if (!whoTakesRoundLogo.classList.contains(LOGO_X)) {
// }
whoTakesRoundText.classList.remove('o-win');
}
function getWinPattern() {
const currentClass = circleTurn ? O_CLASS : X_CLASS;
let patternFound;
WINNING_PATTERNS.forEach(pattern=>{
if(pattern.every(index => {
return cellElements[index].classList.contains(currentClass);
})){
patternFound = pattern;
}
});
return patternFound;
}
function showWinCells(winPattern) {
for (let i = 0; i < 3; i++) {
cellElements[winPattern[i]].classList.add(IN_WIN_LINE);
}
}
function unShowWinCells() {
cellElements.forEach(cell=>{
cell.classList.remove(IN_WIN_LINE);
})
}
function endGame(tie) {
if (tie) {
handleTie();
} else {
let pattern = getWinPattern();
showWinCells(pattern);
whoTakesRoundText.innerText = "TAKES THE ROUND"
if (circleTurn) {
handleCircleWon();
} else {
handleCrossWon();
}
}
isGameStarted = false;
setTimeout(() => {
winningMessage.classList.add(SHOW);
}, 200);
}
// reset historical win, lose and tie data
// reset mark and vs info
function quitGame() {
xWinsCountNumber.innerText = 0;
xWinsCountText.innerText = 'X (CPU)';
tieCountNumber.innerText = 0;
oWinsCountNumber.innerText = 0;
oWinsCountText.innerText = 'O (YOU)';
if(!playerOnePickedCircle){
introPickLogoX.classList.remove(PICK);
introPickLogoO.classList.remove(UNPICK);
}
playerOnePickedCircle = true;
resetGameBoard();
winningMessage.classList.remove(SHOW);
intro.classList.add(SHOW);
}
function nextRound(){
winningMessage.classList.remove(SHOW);
resetGameBoard();
isGameStarted = true;
if(playerOnePickedCircle && playerOneVsCpu){
cpuPlaceMark();
}
}
function resetGameBoard(){
cellElements.forEach(cell => {
cell.classList.remove(X_CLASS);
cell.classList.remove(O_CLASS);
cell.removeEventListener('click', handleCellClick);
cell.addEventListener('click', handleCellClick, {
once: true
});
});
unShowWinCells();
circleTurn = false;
if (indicatorLogo.classList[0] !== LOGO_X) {
indicatorLogo.classList.replace(LOGO_O, LOGO_X);
}
}
function cpuPlaceMark(){
const availableCells = [];
cellElements.forEach((cell)=>{
if (!cell.classList.contains(O_CLASS) && !cell.classList.contains(X_CLASS)){
availableCells.push(cell);
}
});
//const cpuPickedCell = randomNextMove(availableCells);
const cpuPickedCell = minimaxNextMove();
const currentClass = circleTurn ? O_CLASS : X_CLASS;
setTimeout(() => {
placeMark(cpuPickedCell, currentClass);
if (checkWin(currentClass)) {
endGame(false);
} else if (isTie()) {
endGame(true);
} else {
swapTurns();
swapIndicatorLogo();
}
}, 300);
}
//just random
function randomNextMove(availableCellsList) {
return availableCellsList[Math.floor(Math.random() * availableCellsList.length)];
}
// find next move based on minimax algorithm
function minimaxNextMove(){
// abstract board and only use the class information for minimax
arrayForMinimax = abstractCurrentBoard();
// x is maximizing player o is minimizing player
// player 1 picked o then cpu is x (aka miximizing player) and vice versa
let isCpuMaximizing = playerOnePickedCircle;
console.log("is cpu maximizing?" + isCpuMaximizing);
let currentPlayerMinimax = isCpuMaximizing? 'x' : 'o';
let bestScore = isCpuMaximizing? (-Infinity) : (+Infinity);
let move;
let scoreList = {};
for (let i = 0; i < 9; i++){
if(arrayForMinimax[i] === ''){
arrayForMinimax[i] = currentPlayerMinimax;
// next move is the player 1 not cpu, that's why !isCpuMaximizing
let score = minimax(0, !isCpuMaximizing);
arrayForMinimax[i] = '';
// store all score in a score list
scoreList[i] = score;
console.log("index:" + i + "score:" + score);
if (isCpuMaximizing){
if (score > bestScore) {
bestScore = score;
move = i;
}
} else {
if (score < bestScore) {
bestScore = score;
move = i
}
}
}
}
// list of all best candidates (they all have the best score)
let finalCandidates = findKeysByValue(scoreList, bestScore);
console.log("the final candidates:" + finalCandidates)
let finalMove = randomNextMove(finalCandidates);
console.log("final move:" + finalMove);
return cellElements[finalMove];
}
let scores = {
x: 10,
o: -10,
tie: 0
}
function minimax(depth, isMaximizing) {
let currentPlayer = isMaximizing? 'x' : 'o';
if(checkWinForminimax(currentPlayer)){
return scores[currentPlayer];
} else if (checkTieForMinimax()) {
return scores['tie']
}
if (isMaximizing){
let bestScore = -Infinity;
for (let i = 0; i < 9; i++){
if (arrayForMinimax[i] === ''){
arrayForMinimax[i] = 'x';
let score = minimax(depth + 1, false);
arrayForMinimax[i] = '';
bestScore = Math.max(score, bestScore);
}
}
return bestScore;
} else {
let bestScore = Infinity;
for (let i = 0; i < 9; i++){
if (arrayForMinimax[i] === ''){
arrayForMinimax[i] = 'o';
let score = minimax(depth + 1, true);
arrayForMinimax[i] = '';
bestScore = Math.min(score, bestScore);
}
}
return bestScore;
}
}
function findKeysByValue(map, score){
const keyList = [];
Object.keys(map).forEach(key => {
if (map[key] == score) {
keyList.push(key);
}
});
return keyList;
}
// check win based on minimax array
function checkWinForminimax(currentClassInminimax) {
return WINNING_PATTERNS.some(pattern => {
return pattern.every(index => {
return arrayForMinimax[index] === currentClassInminimax;
});
});
}
function checkTieForMinimax() {
return [...arrayForMinimax].every(cell => {
return cell === 'o' || cell === 'x';
});
}
function placeMarkForMinimax(cellIndexInminimax, currentClassInminimax){
arrayForMinimax[cellIndexInminimax] = currentClassInminimax;
}
//abstract current board to an array for minimax algorithm
function abstractCurrentBoard() {
arrayForMinimax = [];
cellElements.forEach(cell => {
if(cell.classList.contains(O_CLASS)){
arrayForMinimax.push('o');
} else if (cell.classList.contains(X_CLASS)){
arrayForMinimax.push('x');
} else {
arrayForMinimax.push('');
}
});
return arrayForMinimax;
}