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sketch.js
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sketch.js
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/*
* Tic tac toe game for AI/ML
*
* by Jamie O'Sullivan & Mickey Barron Summer 2020
*
* 🚫 STUDENTS: DO NOT MODIFY THIS FILE 🚫
*
* Based On:
*
* Daniel Shiffman
* https://thecodingtrain.com/CodingChallenges/149-tic-tac-toe.html
* https://youtu.be/GTWrWM1UsnA
* https://editor.p5js.org/codingtrain/sketches/5JngATm3c
*
* HOW TO PLAY
*
* - Open the JavaScript console in your browser
* - Press the SPACEBAR to make the AI play a move.
* - To play manually, run the play() function in the console. Example—both of these play the center square:
* » play(4)
* » play(1, 1)
* - You can press the spacebar for every turn, making the AI effectively play itself or play manually, or any combination.
*
* INSTRUCTIONS
*
* - Write your AI in the ai.js file
* - Don't edit this file.
* - You may look at this file to see how the game works.
* - The AI takes one turn at a time.
* - The AI is invoked when the game calls the aiSelect() function.
* - The aiSelect() function returns the number of which cell to mark, 0-8:
*
* 0 | 1 | 2
* -----------
* 3 | 4 | 5
* -----------
* 6 | 7 | 8
*
* - The AI may NOT edit the game state in any way.
* - The AI MUST return 0-8 from aiSelect (as long the game hasn't ended yet, after which we don't care)
* - The AI may look at the game state variables: board, gridSize, etc, but not change them.
*
* - The game is 2-dimensional, but the board is stored a 1-dimensional array, using the cell numbers above.
* - If you want to think about the board as 2D, we provided a function board2d() to provide a 2d interface to it.
* - Each cell of the board is either 'X', 'O', or '', where empty string means the cell is empty.
*
* 🚫 STUDENTS: DO NOT MODIFY THIS FILE 🚫
*/
/* Declaration of variables
*
* - This game is generated procedurally allowing you to change the size of the board and the dimensions of the grid.
*
* - gridSize dictates the size of the grid by defining one side of the square.
* For example, if you set gridSize = 4, it will make 4x4 grid with a total of 16 squares.
*
*- The canvas dimensions are specified by the canvasWidth and canvasHeight variables.
* The defauly setting for canvasHeight is to be equal to the canvasWidth such that it's a square.
*
*/
var board = [];
const players = ['❌', '⭕'];
const gridSize = 3;
const canvasWidth = 500;
const canvasHeight = canvasWidth;
const columnWidth = canvasWidth / gridSize;
const rowHeight = canvasHeight / gridSize;
var player;
// Whenever the Spacebar is pressed, the AI takes a turn
function keyPressed() {
if (keyCode === 32) {
play(aiSelect());
}
}
// Whenever a board cell is clicked, a turn is played there
function mouseClicked(){
if (mouseX > canvasWidth || mouseY > canvasHeight){
return;
} else{
let cellX = floor(mouseX / columnWidth);
let cellY = floor(mouseY / rowHeight);
play(cellY, cellX);
return;
}
}
//This procedurally generates an array of based upon the size of the grid. The array is empty to be filled with player characters
function generateBoard() {
for (let i = 0; i < gridSize; i++) {
for (let j = 0; j < gridSize; j++) {
board.push('');
}
}
}
//When invoked, this function detects if there is a win in one of the following diretions: horizontal, verticle, or diagonal. The function accepts a direction argument.
function checkWin(direction) {
let pathResult;
let headerCell;
let comparisonCell;
if (direction === 'diagonal') {
for (let i = -1; i <= 1; i = i + 2) {
const yCoord = ((gridSize - 1) / 2) * (1 + i);
headerCell = board2d(yCoord, 0);
if (headerCell !== '') {
pathResult = true;
for (let j = 1; j < gridSize; j++) {
const compY = yCoord + j * -i;
comparisonCell = board2d(compY, j);
if (comparisonCell !== headerCell) {
pathResult = false;
}
}
if (pathResult === true) {
return headerCell;
}
}
}
} else {
for (let i = 0; i < gridSize; i++) {
if (direction === 'vertical') {
headerCell = board2d(0, i);
} else if (direction === 'horizontal') {
headerCell = board2d(i, 0);
}
if (headerCell !== '') {
pathResult = true;
for (let j = 1; j < gridSize; j++) {
if (direction === 'vertical') {
comparisonCell = board2d(j, i);
} else if (direction === 'horizontal') {
comparisonCell = board2d(i, j);
}
if (comparisonCell !== headerCell) {
pathResult = false;
}
}
if (pathResult === true) {
return headerCell;
}
}
}
}
return '';
}
// returns a string representing the winner, or an empty string if nobody has won
function checkWins() {
const winResults = [checkWin('horizontal'), checkWin('vertical'), checkWin('diagonal')];
const reducer = function (total, num) {
if (num === '' && total === '') {
return '';
} else if (total === '') {
return num;
} else {
return total;
}
};
return winResults.reduce(reducer);
}
function setup() {
createCanvas(canvasWidth, canvasHeight);
generateBoard(gridSize);
player = players[0];
report('Game started');
noLoop(); // noLoop should be the last line in the block
}
//Procedural generation of grid.
function drawGrid() {
background(255, 255, 255);
let columnWidth = canvasWidth / gridSize;
let rowHeight = canvasHeight / gridSize;
strokeWeight(4);
for (let i = 0; i < gridSize - 1; i++) {
const xCoord = columnWidth * (i + 1);
line(xCoord, 0, xCoord, canvasHeight);
}
for (let j = 0; j < gridSize - 1; j++) {
const yCoord = rowHeight * (j + 1);
line(0, yCoord, canvasWidth, yCoord);
}
}
function numberCells() {
textSize(20);
fill('red');
for (let i = 0; i < gridSize; i++) {
for (let j = 0; j < gridSize; j++) {
text(cell2d(i, j), columnWidth * j + (columnWidth / 2), rowHeight * i + (rowHeight / 2));
}
}
}
//Generation of Xs and Os in the grid
function drawMarks() {
for (let i = 0; i < gridSize; i++) {
for (let j = 0; j < gridSize; j++) {
if (board2d(j, i) !== '') {
var xPos = columnWidth * i + columnWidth / 2;
var yPos = rowHeight * j + rowHeight / 2;
}
if (board2d(j, i) === players[1]) {
noFill();
ellipse(xPos, yPos, columnWidth / 2, rowHeight / 2);
} else if (board2d(j, i) === players[0]) {
const xLength = columnWidth / 4;
const yLength = rowHeight / 4;
line(xPos - xLength, yPos - yLength, xPos + xLength, yPos + yLength);
line(xPos + xLength, yPos - yLength, xPos - xLength, yPos + yLength);
}
}
}
}
function report(message) {
if (message !== '') {
print(message);
}
}
// Make a play, or, Takes a turn.
//
// Takes the cell number as an argument: play(6)
// - OR -
// Takes two arguments representing the cell by (row, column): play(2, 0)
function play(cell, column) {
if (column !== undefined) {
cell = cell * gridSize + column;
}
report(`${player} plays ${cell}`);
if (board[cell] === '') {
board[cell] = player;
} else {
report(`Cell ${cell} is already taken!`);
return;
}
const turnResult = checkWins();
if (turnResult !== '') {
report(`Game Over: ${turnResult} has won!`);
} else if (emptyCells(board).length === 0) {
report('Game Over: Tie!');
} else {
if (player === players[0]) {
player = players[1];
} else {
player = players[0];
}
report(`${player} goes next`);
}
redraw();
}
function draw() {
drawGrid();
numberCells();
drawMarks();
}
/* Utility Functions */
// Returns an array of which cells are empty from the given board.
// (technically works on *any* array!)
// Examples:
// A brand-new game with an empty board would return [0, 1, 2, 3, 4, 5, 6, 7, 8]
// If the only empty cell is the center, it will return [4] If every cell is occupied, returns an empty list, []
function emptyCells(board) {
const b = board.map((value, index) => {
if (value == '') {
return index;
} else {
return '';
}
});
return b.filter((value) => value !== '');
}
// 2D interface to the board.
// Using this, you can think of the board as a 2d array, like this: board[i][j].
// Takes two or three arguments: i, j, newValue
// i: row
// j: column
// newValue: (optional) If given, will SET the cell to that value.
// Returns the value of the board at [i][j], after the set if a set was done.
//
// Examples:
// to get the value at row 2, column 1:
// board2d(2, 1)
// to set the value at row 2, column 1 to 'X':
// board2d(2, 1, 'X')
// both return the value of that cell.
const board2d = function (i, j, newValue) {
const iOffset = i * gridSize;
if (newValue !== undefined) {
board[iOffset + j] = newValue;
}
return board[iOffset + j];
};
// Converts 2d style (row, col) into 1d cell number
// Given a 3x3 grid, cell2d(1,2) -> 5
const cell2d = function (row, col) {
return row * gridSize + col;
};
// Slices up the current board state into rows.
// Returns an array, where each element is a row.
// A row is also an array.
function getRows() {
let rows = [];
for (let row = 0; row < gridSize; row++) {
let thisRow = [];
for (let col = 0; col < gridSize; col++) {
thisRow.push(board2d(row, col));
}
rows.push(thisRow);
}
return rows;
}
// Slices up the current board state into columns.
// Returns an array, where each element is a column.
// A column is also an array.
function getColumns() {
let columns = [];
for (let col = 0; col < gridSize; col++) {
let thisColumn = [];
for (let row = 0; row < gridSize; row++) {
thisColumn.push(board2d(row, col));
}
columns.push(thisColumn);
}
return columns;
}
// Comparing arrays in javascript is not easy.
// Just in case you need to, here is a "deep" compare function.
// This function will test if two arrays are identical by looking at every element,
// including sub-elements, and will return true only if every single value is the same.
// This function is recursive- for each element it re-calls itself to compare, so it will work with nested data.
function compareArrays(arr1, arr2) {
if (arr1 === arr2) return true;
if (arr1 == null || arr2 == null) return false;
if (arr1.length !== arr2.length) return false;
for (let i = 0; i < arr1.length; ++i) {
return compareArrays(arr1[i], arr2[i]);
}
return true;
}
/* 🚫 STUDENTS: DO NOT MODIFY THIS FILE 🚫*/