here My code,
class Maze {
constructor(gridX, gridY, sideSize) {
this.board = Array.from({ length: gridY }, (a) => a = Array.from({ length: gridX }, (b) => b = Array.from({ length: 4 }, c => c = 0)));
this.visited = [];
this.gap = Math.floor(sideSize / 8);
this.x = gridX;
this.y = gridY;
this.winPointX = 0;
this.winPointY = 0;
this.row = gridX * this.gap;
this.column = gridY * this.gap;
this.sideSize = sideSize;
};
drawGrid(ctx) {
console.log(this.row, this.column)
ctx.clearRect(0, 0, canv.width, canv.height);
for (let x = 0; x < this.row; x += this.x)
for (let y = 0; y < this.column; y += this.y) {
ctx.fillStyle = 'red';
ctx.fillRect(x * this.gap, y * this.gap, this.gap, this.gap);
}
};
ai(depth, alpha, beta, player, advantage, y, x, tile_Y, tile_X) {
if (y !== undefined && x !== undefined) {
let winPoint = this.boxForm(y, x)
if (tile_X > -1 && tile_X < 8 && tile_Y > -1 && tile_Y < 8) {
winPoint = winPoint || this.boxForm(tile_Y, tile_X)
}
if (winPoint && player == 'O') {
player = 'X';
advantage += 10
}
else if (winPoint && player == 'X') {
player = 'O';
advantage -= 10;
// console.log('Human bonus',y,x)
}
}
if (depth === 0) {
return { score: advantage }
}
var pieceArr = [];
for (var i = 0; i < this.board.length; i++) {
for (var j = 0; j < this.board[0].length; j++) {
for (let b = 0; b < 4; b++) {
if (this.board[i][j][b]) {
continue;
};
let tileX = j;
let tileY = i;
let best = {}
this.change(i, j, b)
best.bestmove = [i, j, b];
let neghdir;
if (b == 2) {
neghdir = 0;
tileX++
} else if (b == 0) {
neghdir = 2;
tileX--
} else if (b == 3) {
neghdir = 1;
tileY--
} else {
neghdir = 3;
tileY++
};
if (tileX > -1 && tileX < 8 && tileY > -1 && tileY < 8) {
this.change(tileY, tileX, neghdir);
}
var g = this.ai(depth - 1, alpha, beta, player == 'X' ? 'O' : 'X', advantage, i, j, tileY, tileX);
/* if (tileX>-1&&tileX-1&&tileY alpha) {
alpha = best.score;
}
} else {
if (best.score < beta) {
beta = best.score
}
};
if (tileX > -1 && tileX < 8 && tileY > -1 && tileY < 8) {
this.board[tileY][tileX][neghdir] = 0;
}
this.board[i][j][b] = 0;
pieceArr.push(best)
if (alpha >= beta) {
break;
}
}
}
};
pieceArr.sort((a,b)=>{
return Math.random()-0.5;
})
var bestMove;
if (player === 'X') {
var bestScore = -10000;
for (var i = 0; i < pieceArr.length; i++) {
if (pieceArr[i].score > bestScore) {
bestScore = pieceArr[i].score;
bestMove = i;
}
}
} else {
var bestScore = 10000;
for (var i = 0; i < pieceArr.length; i++) {
if (pieceArr[i].score < bestScore) {
bestScore = pieceArr[i].score;
bestMove = i;
}
}
}
return pieceArr[bestMove];
};
rmSide(side, dir, col) {
let vertex;
if (dir == 'w') {
vertex = [side[0] * this.x, this.y * side[1]];
} else if (dir == 'e') {
vertex = [(side[0] + 1) * this.x, this.y * side[1]];
}
else if (dir == 'n') {
vertex = [this.x * side[1], (side[0]) * this.y];
} else if (dir == 's') {
vertex = [this.x * (side[1] + 1), (side[0]) * this.y];
}
if (!vertex) {
return null
}
let x = vertex[0];
for (let y = vertex[1] + 1; y < vertex[1] + this.y; y++) {
ctx.fillStyle = col;
if (dir == 'n' || dir == 's') {
ctx.fillRect((y) * this.gap, (x) * this.gap, this.gap, this.gap);
} else {
ctx.fillRect((x) * this.gap, (y) * this.gap, this.gap, this.gap);
}
};
}
change(y, x, dir, player) {
this.board[y][x][dir] = 'X';
}
boxForm(y, x) {
for (let i = 0; i < 4; i++) {
if (!this.board[y][x][i]) {
return false
}
};
return true
}
};
//dots and line
const canv = document.getElementById('canv');
const ctx = canv.getContext('2d');
const size = Math.min(window.innerWidth, window.innerHeight) * 0.7;
canv.width = size;
canv.height = size
const sideSize = size / 8;
console.log(sideSize)
let turn = 'X'
const maze = new Maze(8, 8, sideSize);
maze.drawGrid(ctx);
function mve(tileX, tileY, dir, player) {
if (tileX < 8 && tileY > -1 && tileX > -1 && tileY < 8) {
turn = player == 'O' ? 'X' : 'O'
let n = null;
if (dir == 'n') {
n = 3
} else if (dir == 's') {
n = 1
} else if (dir === 'e') {
n = 2
} else {
n = 0
}
/*
let cordX = e.clientX;
let cordY = e.clientY;
let dirCor = {
'n':[65+tileX*(100+20),75+(tileY)*(100+20)],
's':[65+tileX*(100+20),195+(tileY)*(100+20)],
'w':[45+tileX*(100+20),90+(tileY)*(100+20)],
'e':[165+tileX*(100+20),90+(tileY)*(100+20)]
};
console.log(cordX,cordY,dirCor);
// console.log(dirCor['n'][0]&&(dirCor['n'][0]+100)&&dirCor['n'][1]&&(dirCor['n'][0]+15))
if (cordX>=dirCor['n'][0]&&cordX=dirCor['n'][1]&&cordY=dirCor['s'][0]&&cordX=dirCor['s'][1]&&cordY=dirCor['e'][0]&&cordX=dirCor['e'][1]&&cordY=dirCor['w'][0]&&cordX=dirCor['w'][1]&&cordY -1 && tileX < 8 && tileY > -1 && tileY < 8) {
maze.change(tileY, tileX, neghdir);
if (maze.boxForm(tileY, tileX)) {
turn = player;
}
};
if (turn == "O") {
console.log(maze.board)
playAI()
}
}
}
}
function playAI() {
let aimove = maze.ai(4, -Infinity, Infinity, 'X', 0);
let dir1 = undefined;
if (aimove.bestmove[2] == 0) {
dir1 = 'w'
} else if (aimove.bestmove[2] == 1) {
dir1 = 's'
} else if (aimove.bestmove[2] == 2) {
dir1 = 'e'
} else {
dir1 = 'n'
};
console.log(aimove)
mve(aimove.bestmove[1], aimove.bestmove[0], dir1, 'O')
}
canv.addEventListener('click', (e) => {
const rect = canv.getBoundingClientRect()
let tileX = Math.floor((e.clientX - rect.x) / sideSize);
let tileY = Math.floor((e.clientY - rect.y) / sideSize);
let dir = prompt('direction');
mve(tileX, tileY, dir, 'X');
});
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