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script.js
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selectedBox = "";
let m = "";
//factory function to create each player. have to refactor code to make this work.
// create new brach to refactor.
const createPlayer = (type, placement, status, marker) => {
let testMessage = () => console.log(`new ${player.type} created`);
return {
type, placement, status, marker
};
};
const playerOne = {
placement: placement = [],
status: ""
};
const playerTwo = {
placement: placement = [],
status: ""
};
const gameBoardState = {
placement: [],
fullBoard: [0,1,2,3,4,5,6,7,8],
empty: [0,1,2,3,4,5,6,7,8]
};
const winners = {
key:[
[0,1,2],[3,4,5],[6,7,8],[0,3,6],[0,4,8],[1,4,7],[2,5,8],[2,4,6]
],
};
let allTestPlayInfos = [];
let currentTestPlayInfo = {};
const generateBoard = () => {
for (i=0; i < 9; i++ ) {
let newDiv = document.createElement("div");
document.getElementById("gameBoard").appendChild(newDiv);
newDiv.setAttribute("onclick", "clicker("+i+")");
newDiv.setAttribute("class", "box");
newDiv.setAttribute("id", i);
}
document.getElementById("selectX").addEventListener('click', () => {
setMarker(m="X");
});
document.getElementById("selectO").addEventListener('click', () => {
setMarker(m="O");
});
};
const checkEvery = (placement, key) => key.every( r => placement.includes(r) );
const setComputer = () => {
playerTwo.type = "computer";
if (m === "X") {
playerTwo.marker = "O";
}
else {
playerTwo.marker = "X"
};
}
const setMarker = (m) => {
document.querySelectorAll(".marker-button").className="hide-button";
document.getElementById("promptMe").innerText = `You have chosen ${m}`;
playerOne.type = "user";
playerOne.marker = m;
setComputer();
return m;
};
const endRound = (player) => {
let promptMe = document.getElementById("promptMe");
if (player === playerOne || player === playerTwo) {
player.status = "winner"
promptMe.innerHTML= "The " + player.type +" wins!" +'<br>';
//play again?
let btn= document.createElement("button");
btn.innerText = "Play Again";
btn.addEventListener("click", () => {
location.reload();
});
btn.classList.add("marker-button");
promptMe.appendChild(btn);
}
else if (playerOne.status == "" || playerTwo.status == "") {
promptMe.innerHTML= "Stalemate! No one wins." +'<br>';
//play again?
let btn= document.createElement("button");
btn.innerText = "Play Again";
btn.addEventListener("click", () => {
location.reload();
});
promptMe.appendChild(btn);
}
}
let findEmpty = ()=> {
for (let n = 0; n <= 8; n++) {
if (gameBoardState.fullBoard.includes(gameBoardState.placement[n]) === true) {
gameBoardState.empty = gameBoardState.fullBoard.filter(v => !gameBoardState.placement.includes(v) );
}
}
};
const checkWinner = (placement) => {
playerOne.placement.sort();
playerTwo.placement.sort();
gameBoardState.placement.sort();
gameBoardState.playerOne = playerOne.placement;
gameBoardState.playerTwo = playerTwo.placement;
findEmpty();
for ( let j=0; j < winners.key.length; j++ ) {
if (checkEvery(playerOne.placement, winners.key[j]) === true ) { // maybe if this were a function it would prevent the errors like with findEmpty().
endRound(playerOne);
return gameBoardState.score= -1;
}
else if (checkEvery(playerTwo.placement, winners.key[j]) === true) {
endRound(playerTwo);
return gameBoardState.score= 1;
}
else if (gameBoardState.placement.length === 9) {
if (playerOne.status == "" || playerTwo.status == "" ) {
endRound();
return gameBoardState.score = 0;
}
}
else {
}
}
}
let clicker = (i) => {
if (playerOne.status !== "" || playerTwo.status !== "") {
if (playerOne.status == "winner") {
document.getElementById("promptMe").innerText = "Sorry, the game is already over. Player One is the winner";
}
else if (playerTwo.status=="winner") {
document.getElementById("promptMe").innerText ="Sorry, the game is already over. Player Two is the winner";
}
}
else if (m === "X" || m ==="O") {
let selectedBox = document.getElementById(i);
if (selectedBox.innerText === "") {
selectedBox.innerText = m;
playerOne.placement.push(Number(selectedBox.id));
gameBoardState.placement.push(Number(selectedBox.id));
setTimeout(() => {
computerMove()
}, 200);
checkWinner();
}
else {
document.getElementById("promptMe").innerText = "Please choose another square."
// console.log("square already filled");
}
}
else {
alert("please select a marker");
}
}
// const calculatedMove = () => {
// for (let l = 0; i < winners.key.length; l++) {
// let moveCheck = winners.key[l];
// console.log(moveCheck);
// return Math.floor(Math.random() * 6 );
// }
// }
const computerMove = () => {
if (playerTwo.status == "" && playerOne.status == "") {
const randomMove = (max) => Math.floor(Math.random() * 9 );
let computerSquare = document.getElementById( randomMove() );
//let computerSquare = document.getElementById(miniMax());
if (computerSquare.innerText === "") {
computerSquare.innerText = playerTwo.marker;
playerTwo.placement.push(Number(computerSquare.id));
gameBoardState.placement.push(Number(computerSquare.id));
checkWinner();
}
else { computerMove()
}
}
else {
// console.log("Game over, computer move cancelled.")
}
}
// const miniMax = () => {
// for (let i=0; i < winners.key.length * playerTwo.placement.length; i++) {
// for (let j=0; j < playerTwo.placement.length; j++) {
// if (winners.key[i].includes(playerTwo.placement[j]) === true ) {
// // console.log(winners.key[i] + " "+ playerTwo.placement[j]);
// let testPlay = winners.key[i].forEach((item, index)=> {
// // console.log(item,index +"foreach");
// // this grabs each potential move for playerTwo.
// })
// }
// // has find next empty cell that brings closer to matching a winning array.
// }
// }
// };