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main.js
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"use strict";
const createField = (divDom, i) => {
const magicArr = [8, 1, 6, 3, 5, 7, 4, 9, 2]; //MagicSquare numbers for calculating the winning result
const magicNum = magicArr[i];
const div = divDom;
let mark = "";
let occupied = false;
Eventhandler.addListenerForMarks(div);
return { div, occupied, mark, magicNum };
};
const GameMechanics = (function () {
const gameboard = [];
let comTurn = false;
let roundCount = 0;
let hasWon = false;
const board = document.getElementById("board");
const render = function () {
for (let i = 0; i < 9; i++) {
const div = document.createElement("div");
div.setAttribute("class", "grid flex");
div.setAttribute("id", `${i}`);
const field = createField(div, i);
gameboard.push(field);
board.append(div);
}
};
const setTurn = () => {
comTurn = !comTurn;
announceTurn();
if (comTurn) {
setTimeout(() => {
computer.play(gameboard);
}, 1000);
}
};
const setSign = (e) => {
let tempMark = "";
if (comTurn) {
e.target = e;
tempMark = "O";
} else {
tempMark = "X";
}
const i = e.target.getAttribute("id");
gameboard[i].occupied = true;
e.target.textContent = `${tempMark}`;
gameboard[i].mark = `${tempMark}`;
e.target.classList.toggle("clicked");
e.target.removeEventListener("click", setSign);
AI.copyMove(i, comTurn);
roundCount++;
if (roundCount > 4) {
checkWin();
}
if (roundCount > 8) {
if (!hasWon) {
announceEnd();
hasWon = !hasWon;
}
}
if (!hasWon) {
setTurn();
}
};
const announceTurn = () => {
let player = comTurn ? "com's" : "your";
Eventhandler.gameStatus.textContent = `${player} turn`;
};
const announceEnd = (str) => {
switch (str) {
case "playerwin":
Eventhandler.gameStatus.textContent = `You win!`;
break;
case "computerwin":
Eventhandler.gameStatus.textContent = `You lose!`;
break;
default:
Eventhandler.gameStatus.textContent = "It's a tie!";
break;
}
};
const checkWin = () => {
const xoArray = comTurn
? gameboard.filter((el) => el.mark == "O")
: gameboard.filter((el) => el.mark == "X");
const magicNums = xoArray.map((el) => el.magicNum);
const winningNums = helper.getWinningNums(magicNums);
if (winningNums != "") {
endGame(winningNums);
}
};
const endGame = (str) => {
hasWon = !hasWon;
let winningColor = comTurn ? "computerwin" : "playerwin";
for (let i = 0; i < str.length; i++) {
const div = gameboard
.filter((el) => el.magicNum === parseInt(str.charAt(i)))
.find((el) => el).div;
div.classList.add(winningColor);
}
announceEnd(winningColor);
gameboard
.filter((el) => el.occupied === false)
.forEach((el) =>
el.div.removeEventListener("click", GameMechanics.setSign)
);
Eventhandler.incrScore(comTurn);
};
const newGame = () => {
gameboard.length = 0;
roundCount = 0;
hasWon = false;
comTurn = false;
while (board.firstChild) {
board.removeChild(board.lastChild);
}
render();
AI.newGame();
announceTurn();
};
Eventhandler.addListenerNewGame(newGame);
return { render, setSign, announceTurn };
})();
const helper = (function () {
const getWinningNums = (array) =>
array
.flatMap((v, i, array) =>
array
.slice(i + 1)
.flatMap((w, j) => array.slice(j + i + 2).map((k) => "" + v + w + k))
)
.filter(
(el) =>
Array.from(el).reduce((a, b) => parseInt(a) + parseInt(b)) === 15
)
.join("");
return { getWinningNums };
})();
const computer = (function () {
let name = "com";
let level = "easy";
let wasMoveRandom = true;
const play = (gameboard) => {
if (level === "easy") {
randomPlay(gameboard);
} else if (level === "medium") {
if (wasMoveRandom) {
smartPlay(gameboard);
} else {
randomPlay(gameboard);
}
wasMoveRandom = !wasMoveRandom;
} else smartPlay(gameboard);
};
const randomNumber = (max) => {
max = Math.floor(max);
return Math.floor(Math.random() * max);
};
const randomPlay = (gameboard) => {
const availableFields = gameboard.filter((el) => el.occupied == false);
const i = randomNumber(availableFields.length);
GameMechanics.setSign(availableFields[i].div);
};
const smartPlay = (gameboard) => {
const i = AI.findBestMove(AI.board);
GameMechanics.setSign(gameboard[i].div);
};
const adjustLevel = (levelBtn) => {
if (level === "easy") {
level = "medium";
} else if (level === "medium") {
level = "hard";
} else {
level = "easy";
}
levelBtn.textContent = `${level}`;
};
return { name, play, adjustLevel };
})();