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Tic_Tac_Toe.js
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/*
@title: TicTacToe
@author: Northernside
@tags: ['retro']
@addedOn: 2023-02-02
This isn't 100% made by me, as I heavily modified Atharv Gupta's code and fixed some bugs + improved the code.
@credits: Atharv Gupta -> because this game builds upon their work
*/
const x = "X",
o = "O",
cursor = "c";
const tile = "0",
endScreenTile = "1";
setLegend(
[ cursor, bitmap`
................
................
..222222222222..
..2..........2..
..2..........2..
..2..........2..
..2..........2..
..2..........2..
..2..........2..
..2..........2..
..2..........2..
..2..........2..
..2..........2..
..222222222222..
................
................`],
[ x, bitmap`
................
................
................
................
....77....77....
....777..777....
.....777777.....
......7777......
......7777......
.....777777.....
....777..777....
....77....77....
................
................
................
................`],
[ o, bitmap`
................
................
................
................
......3333......
.....333333.....
....333..333....
....33....33....
....33....33....
....333..333....
.....333333.....
......3333......
................
................
................
................`],
[ tile, bitmap`
1111111111111111
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1LLLLLLLLLLLLLL1
1111111111111111`],
[ endScreenTile, bitmap`
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000
0000000000000000`]
);
setMap(map`
000
000
000`);
addSprite(1, 1, cursor);
let isPlayer = true,
tileState = [
[" ", " ", " "],
[" ", " ", " "],
[" ", " ", " "]
], gameEnded = false;
function checkWin() {
const mappedChar = (isPlayer ? "X" : "O");
// Vertical check
for (let y = 0; y < 3; ++y)
if (tileState[y][0] != " " && tileState[y][0] == tileState[y][1] && tileState[y][1] == tileState[y][2])
endGame(mappedChar + " wins!");
// Horizontal check
for (let x = 0; x < 3; ++x)
if (tileState[0][x] != " " && tileState[0][x] == tileState[1][x] && tileState[1][x] == tileState[2][x])
endGame(mappedChar + " wins!");
// Diagonal check
if (tileState[0][0] != " " && tileState[0][0] == tileState[1][1] && tileState[1][1] == tileState[2][2])
endGame(mappedChar + " wins!");
// Antidiagonal check
if (tileState[0][2] != " " && tileState[0][2] == tileState[1][1] && tileState[1][1] == tileState[2][0])
endGame(mappedChar + " wins!");
return;
}
function checkTie() {
for (let y = 0; y < 3; y++)
for (let x = 0; x < 3; x++)
if (tileState[y][x] == " ")
return;
endGame("It was a tie...");
}
function endGame(phrase) {
gameEnded = true;
setMap(map`
111
111
111`);
addText(phrase, {y:7, color: color`2`});
}
onInput("w", () => {
if (gameEnded == false)
getFirst(cursor).y -= 1;
});
onInput("a", () => {
if (gameEnded == false)
getFirst(cursor).x -= 1;
});
onInput("s", () => {
if (gameEnded == false)
getFirst(cursor).y += 1;
});
onInput("d", () => {
if (gameEnded == false)
getFirst(cursor).x += 1;
});
onInput("i", () => {
if (gameEnded || tileState[getFirst(cursor).y][getFirst(cursor).x] != " ")
return;
const mappedChar = (isPlayer ? "X" : "O");
addSprite(getFirst(cursor).x, getFirst(cursor).y, mappedChar);
tileState[getFirst(cursor).y][getFirst(cursor).x] = mappedChar;
checkWin();
checkTie();
isPlayer = !isPlayer;
});