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<h1 class="sets welcome">THIS IS Tic tac Toe !</h1>
<h1 class="sets chooses disable" id="opponent">CHOOSE YOUR OPPONENT</h1>
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</div>
<div class='container'>
<h1 class="sets btn welcome" id="play">Let's play !</h1>
<div class="sets options chooses disable" id="humvscomp">
<h2 class="btn" id="human">human</h2>
<h1 class="vs">vs</h1>
<h2 class="btn" id="computer">computer</h2>
</div>
<div class="sets options destiny disable" id="xvso">
<h2 class="btn" id="x">X</h2>
<h1 class="vs">vs</h1>
<h2 class="btn" id="o">O</h2>
</div>
</div>
</div>
<div id="winner"></div>
<div id="board" class="disable">
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<div class="tile" ></div>
<div class="tile" ></div>
<div class="tile" ></div>
<div class="tile" ></div>
<div class="tile" ></div>
<div class="tile"></div>
<div class="tile"></div>
<div class="tile"></div>
<div class="tile"></div>
<div id="reset" class="btn"><h1>reset</h1></div>
</div>
</div>
</div>
<div>
@import url('https://fonts.googleapis.com/css?family=Amatic+SC|Dawning+of+a+New+Day|League+Script|Loved+by+the+King|Waiting+for+the+Sunrise');
body,html {
height:100%;
}
body {
display:flex;
flex-flow:column no-wrap;
justify-content:center;
align-items:center;
align-content:center;
}
.paper {
display:-webkit-box;
display:-ms-flexbox;
display:flex;
justify-content:center;
align-items:center;
width: 700px;
height: 500px;
background-image:
-webkit-repeating-linear-gradient(
left,
lightblue,
1px,
transparent 1px,
transparent 20px // determines size
),
-webkit-repeating-linear-gradient(
bottom,
lightblue,
1px,
white 1px,
white 20px // determines size /
);
background-image:
repeating-linear-gradient(
90deg,
lightblue,
1px,
transparent 1px,
transparent 20px // determines size
),
repeating-linear-gradient(
0deg,
lightblue,
1px,
white 1px,
white 20px // determines size /
);
background-size: 20px 20px;
background-origin: content-box;
padding: 1em auto;
position:relative;
box-shadow:0 1px 4px rgba(0, 0, 0, 0.5), 0 0 50px rgba(0, 0, 0, 0.1) inset;
}
.rotated {
transform: rotate(-3deg);
}
.paper:after, .paper:before {
z-index: -1;
position: absolute;
content: "";
left: auto;
max-width:300px;
background: white;
transform: rotate(-3deg);
}
.paper:after {
bottom: 10px;
right: 7px;
width: 70%;
top: 80%;
box-shadow: 3px 15px 12px #777;
transform: rotate(3deg);
}
.paper:before {
bottom: 10px;
left: 7px;
width: 70%;
top: 80%;
box-shadow: -3px 15px 12px #777;
transform: rotate(-3deg);
}
#board {
position:relative;
display:flex;
flex-flow:row wrap;
justify-content:center;
align-items:center;
width:50%;
height:300px;
margin:50px auto;
}
#logo {
width:35%;
height:auto;
margin:30px;
svg {
fill:#000033;
}
}
#gameboard {
position:absolute;
top:5px;
left:20px;
width:100%;
height:auto;
stroke-dasharray: 250;
stroke-dashoffset: 250;
stroke: #000033;//#000000;
stroke-width:1.25px;
stroke-miterlimit:10;
fill:none;
.st4{stroke-width:2;stroke-miterlimit:10;
}
}
draw {
animation: dash 0.5s ease-in-out forwards;
}
@keyframes dash {
to {
stroke-dashoffset: 0;
}
}
.tile {
margin:5%;
width:22%;
height:22%;
border-radius:5px;
// background:black;
cursor:pointer;
z-index:2;
// float:left;
}
#winner {
width:300px;
height:40px;
margin: auto;
margin-top:30px;
position:absolute;
align-self:flex-start;
text-align:center;
transform:rotate(5deg);
}
#reset {
margin:0.5vh;
padding:0;
width:50%;
height:30px;
vertical-align:middle;
text-align:center;
border-radius:20px;
cursor:pointer;
float:left;
}
//settings
h1, h2 {
font-family:'Waiting for the Sunrise', cursive;
margin:0;
font-size:40px;
color: #000033;
}
#settings, .container, .options {
width:100%;
display:flex;
flex-direction:column;
justify-content:space-around;
}
#settings {
height:70%;
align-items:center;
align-content:center;
.container {
height:30%;
align-items:center;
.options {
flex-direction:row;
width:60%;
}
}
}
.btn {
cursor:pointer;
transition: all .2s ease-in-out;
&:hover {
transform:rotate(3deg) scale(1.3);
}
}
.disable {
display:none!important;
}
.fadeBounceIn {
animation: fadeBounceIn 1s ease-in-out forwards;
}
.fadeIn {
animation: fadeIn 2s ease-in-out forwards;
}
@keyframes fadeBounceIn {
0% {
opacity: 0;
transform: scale(0.4);
}
80% {
transform: scale(1.4);
}
100% {
opacity: 1;
transform: scale(1);
}
}
@keyframes fadeIn {
0% { opacity: 0;}
100% {opacity: 1;}
}
// btns class, flex posistion, improve switch function
var drawboard = document.getElementById('tictactoe'),
winnerset = document.getElementById('winnerset').children,
gameBoard = document.getElementById('board'),
play = document.getElementById('play'),
winner = document.getElementById('winner'),
res = document.getElementById('reset'),
tiles = document.getElementsByClassName('tile'),
signs = document.getElementsByClassName('sign'),
opponent = document.getElementById("opponent"),
settings = document.getElementById("settings"),
humvscomp = document.getElementById("humvscomp"),
xvso = document.getElementById("xvso"),
options = document.getElementsByClassName("options"),
btns = document.getElementsByClassName('btn'),
sets = document.getElementsByClassName('sets'),
welcome = document.getElementsByClassName('welcome'),
chooses = document.getElementsByClassName('chooses'),
destiny = document.getElementsByClassName('destiny'),
options = document.getElementsByClassName('options'),
human,
computer,
humVal,
comVal,
palyer1,
player2,
player1val,
player2val,
game,
board = [0,0,0,0,0,0,0,0,0],
round = 0,
winningBoard = [
[0, 1, 2],
[3,4,5],
[0,3,6],
[6,7,8],
[1,4,7],
[2,5,8],
[0,4,8],
[2,4,6]
];
//drawingWithDelay(winnerset[1], 0.5, 0.5);
HTMLElement.prototype.addClass = function(el) {
this.classList.add(el);
}
HTMLElement.prototype.removeClass = function(el) {
this.classList.remove(el);
}
// drawing svg elemts
// if var element contains more then one html element, do delay between each animation to // achieve hand drawing effect
// if element has childs,
// check for the elemts nodes
// Loop through an array of elements, if element's childs
//nodeType = 1 ad some style: animation to it with delay beetwen each node
function drawingWithDelay(element, newTime, newDelay) {
var time = newTime;
if (element.hasChildNodes()) {
var delay = 0,
child = element.childNodes;
for(var d=0; d<child.length; d++) {
if(child[d].nodeType == 1) {
var length = Math.ceil(child[d].getTotalLength());
console.log('lenght '+d+' '+length);
child[d].style.strokeDasharray = length;
child[d].style.strokeDashoffset = length;
child[d].style.animation = 'dash '+time+'s ease-out '+delay+ 's forwards';
delay += newDelay;
}
}
} else {
var length = Math.ceil(element.getTotalLength());
console.log('lenght '+length);
element.style.strokeDasharray = length;
element.style.strokeDashoffset = length;
element.style.animation = 'dash 0.5s ease-out forwards';
}
}
// when human vs human set position of the player on the board
// sign number = nbr of the cell in the ticktack toe board
// if player1 true - player 1 turn, do the staff so the player's sign appears on the board
// find html id element using (player?val plus signNumber) sigNumber - is index of click event from claim function
// draw sign than change turn by swich the boolen of player var
function setPlayer(signNumber) {
if (player1) {
board[signNumber] = player1val;
var sign = document.getElementById(player1val+signNumber);
drawingWithDelay(sign, 0.3, 0.3)
updateScore(board, player1);
player1 = false;
player2 = true;
} else {
board[signNumber] = player2val;
var sign = document.getElementById(player2val+signNumber);
drawingWithDelay(sign, 0.3, 0.3)
updateScore(board, player2);
player1 = true;
player2 = false;
}
}
//human vs com set the players position ob the board,
//works when game is true,
//if spot on teh bord is empty board[i] == 0,
// at then end of human turn lunch ai() - computer move
function set(index, player) {
if(game) {
if(board[index] == 0) {
if (computer) {
if(player == human) {
var sign = document.getElementById(humVal+index);
drawingWithDelay(sign, 0.3, 0.3);
board[index] = humVal;
console.log(board);
updateScore(board, player);
ai();
} else {
board[index] = comVal;
var sign = document.getElementById(comVal+index);
setTimeout(function() {
drawingWithDelay(sign, 0.3, 0.3);
}, 500);
updateScore(board, player);
}
}
}
}
console.log(board);
}
// update score on the board,
// draw winners line and message for winner when checkWin() return true
function updateScore(board, player) {
if (computer) {
if (player == computer) {
if (checkWin(board, player)) {
game = false;
setTimeout(function() {
drawTheWinnersLine(board);
winner.innerHTML ="<h1>You loose !</h1>";
}, 1400);
return;
}
}
else if (player = human){
if (player == human) {
if (checkWin(board, player)) {
game = false;
drawTheWinnersLine(board);
setTimeout(function() {
winner.innerHTML ="<h1>You won !</h1>";
}, 1000);
return;
}
}
}
}
else if (human){
if (player == player1) {
if (checkWin(board, player)) {
game = false;
drawTheWinnersLine(board);
setTimeout(function() {
winner.innerHTML ="<h1>player1 won !</h1>";
}, 1000);
return;
}
} else {
if (checkWin(board, player)) {
game = false;
drawTheWinnersLine(board);
setTimeout(function() {
winner.innerHTML ="<h1>player2 won !</h1>";
}, 1000);
return;
}
}
}
if (checkBoard(board)) {
// console.log(cb);
setTimeout(function() {
winner.innerHTML= "<h1>Tie !</h1>";
//reset();
}, 1000);
return;
}
}
// draw the winners line throught 3 equal signs laying next to each other
function drawTheWinnersLine(board) {
var inedx;
for (var x = 0; x < 8; x++ ) {
// arr will contain signs from board according to each winningboard section
var arr=[];
var equals;
for (var y=0; y<3; y++) {
arr.push(board[winningBoard[x][y]])
}
//when there gonna be 3 same signs in section, which are not a number, then we can draw a winner's line - winner sequence section from winning board and winners line in svg has same index
var equals = arr.every(function(value, index, array){
return (value === array[0] && isNaN(value) ) ? true : false});
console.log(equals);
if (equals) {
console.log('x '+x);
drawingWithDelay(winnerset[x], 1, 1)
}
}
}
// check if there's a winner
function checkWin(board,player) {
var value
if (computer) {
value = player == human ? humVal : comVal;
}
else if (human) {
value = player == player1 ? player1val : player2val;
}
// loop through winningboard to find win sequence
for (var x = 0; x < 8; x++ ) {
var win = true;
for(var y=0; y<3; y++) {
if(board[winningBoard[x][y]] !=value) {
win = false;
break;
}
}
if(win) {
return true;
}
}
return false;
}
// check if board is full,
function checkBoard (board) {
for (var i = 0; i<board.length; i++) {
if (board[i] == 0) {
return false;
}
}
return true;
}
// reset button
// click button on tic tac toe board
for (var i=0; i < tiles.length; i++) {
tiles[i].addEventListener('click', claim);
}
function claim() {
//round +=1;
var i = Array.prototype.indexOf.call(tiles, this); // take index of DOMs tiles class element
console.log(i);
if(game) { // board is active onlny when game is on
if(board[i] == 0) {
if (human) { // set human vs human plaers moves
setPlayer(i);
}
else if (computer) {
set(i, human); // set human vs computer plaers moves
}
}
}
}
// seetings
// switch classes for seetings slides
function switchClass (elementsToHide, elementsToShow) {
for (var i =0; i< elementsToHide.length; i++){
elementsToHide[i].addClass('disable');
}
for (var j =0; j< elementsToShow.length; j++){
if (j===0) {
elementsToShow[j].addClass('fadeBounceIn');
}
if ( j > 0) {
elementsToShow[j].addClass('fadeIn');
}
elementsToShow[j].removeClass('disable');
}
}
//for (var i = 0; i< elementsToShow.length; i++) {
switchClass (sets, welcome);
for (var i =0; i< btns.length ; i++){
btns[i].addEventListener('click', function () {
var elemnt = this.id;
console.log(elemnt);
choose(elemnt);
});
}
function choose(id) {
// first we choose our opponent, if human is true we play against other human player if computer is true we play with ai
if (id == 'play') {
switchClass (sets, chooses);
}
else if (id == 'reset') {
reset();
}
else if (id == 'human') {
human = true;
computer = false;
switchClass (sets, destiny);
}
else if (id == 'computer') {
human = false;
computer = true;
switchClass (sets, destiny);
}
// when we know our opponent we can chooseour sign. When computer condition is true we choose sign for human player
else if (computer) {
if (id == 'o' || id == 'x') {
if (id == 'x') {
humVal = 'x'
comVal = 'o'
}
else {
humVal = 'o'
comVal = 'x'
}
game = true;
startGame();
}
}
// If human condition is true we choose sign for player 1 with our first choice
else if (human){
if (id == 'o' || id == 'x') {
if (id == 'x') {
player1val = 'x';
player2val = 'o';
} else {
player2val = 'x';
player1val = 'o';
}
}
game = true;
startGame();
}
console.log ('human :'+human+ " " + "computer :" + computer);
console.log ('player1val: ' + player1val);
console.log ('player2val: ' + player2val);
console.log ('humVal: ' + humVal);
console.log ('comVal: ' + comVal)
console.log ('game: ' + game)
}
function startGame() {
settings.addClass('disable');
gameBoard.removeClass('disable');
drawingWithDelay(drawboard, 0.5, 0.5);
player1 = true;
}
// reset the game
function reset() {
window.location = window.location;
round = 0;
for(var x= 0; x<9 ;x++) {
board[x] = 0;
}
game = false;
}
function ai() {
if (game) {
console.log('computer move');
var obj = minimax(board, 0 , computer);
console.log('outside ' +board + 'obj '+obj);
}
}
function minimax(actualBoard, depth, player) {
// check if there is a winner, if yes return points
if(checkWin(actualBoard, computer)) {
// console.log('computer win :' +(10 - depth));
return 10 - depth ;
}
else if(checkWin(actualBoard, human)) {
//console.log('human win :' + (-10 + depth));
return -10 + depth ;
}
else if (checkBoard(actualBoard)) {
// console.log('tie :' + 0);
return 0;
}
// set the first of maximum values for each players
var max;
if (player) {
max = -Infinity
}
else{
max = Infinity
}
// index of the move
var index = 0;
//console.log('max :'+max) ;
for (var i =0; i<actualBoard.length; i++) {
// copy of the board for comp vs human moves simulation purpose
var copyBoard = actualBoard.slice();
if(copyBoard[i] == 0) {
// console.log('start for lop, i ='+i+' ,depth = '+depth)
// set the actual player value
var value = player == computer ? comVal : humVal ;
// make a move
copyBoard[i] = value;
// console.log('inside for loop max: '+ max+', ' +' player '+ player+' i '+ i+', depth :'+depth );
//var index = i;
// minimax score = minimax calls itself to check best move of opposite player
var minmaxScore = minimax(copyBoard, depth + 1, !player)
//console.log('after minimax: '+ max+', minmaxScore :'+minmaxScore +' player '+ player+' index '+ index+', depth :'+depth );
// after the minimax digs to the deeper level of the game with winning sequence, it brings back the winnig points to minimaxScore -
//console.log('if player comp or human ? :'+player)
// after each move simulation , on each depth level, function choose the best possible move.
// minimaxScore is compared to max value in order to minimize the maximum possible loss.
if(player) {
if(minmaxScore > max) {
// console.log('is minimaxScore'+minmaxScore+ " > "+"max"+max)
max = minmaxScore;
index = i;
//console.log(max);
}
}
else {
if(minmaxScore < max) {
//console.log('is minimaxScore'+minmaxScore+ " < "+"max"+max)
max = minmaxScore;
index = i;
// console.log(max);
}
}
}
}
// when finally function reach back its depth 0 level, it can make a move according to index - movie where best max value was achieved.
if (depth == 0) {
// console.log('teraz depth 0')
set(index, computer);
//console.log(player +" "+ max);
}
//console.log(player +" "+ max)
//console.log('the end, max: '+ max+', minmaxScore :'+minmaxScore +' player '+ player+' index '+ index+', depth :'+depth );
// return max value to the previus level depth
return max;
}
play.addEventListener
Also see: Tab Triggers