Mejoras y optimizaciones en general.

This commit is contained in:
2025-10-03 00:05:08 +02:00
parent bd76741bd2
commit d1a7442ffa
32 changed files with 3336 additions and 783 deletions

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@@ -3,12 +3,27 @@
<head>
<meta charset="UTF-8">
<title>Tres en Raya vs Máquina</title>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" href="styles.css">
</head>
<body>
<h1>Tres en Raya vs Máquina</h1>
<div id="board"></div>
<div id="status"></div>
<h1 id="title">Tres en Raya vs Máquina</h1>
<div id="controls">
<label for="player-side">Tu ficha:</label>
<select id="player-side">
<option value="X" selected>X</option>
<option value="O">O</option>
</select>
</div>
<div id="board" role="grid" aria-labelledby="title"></div>
<div id="status" aria-live="polite"></div>
<div id="score">
Marcador — Tú: <span id="score-player">0</span> · Máquina: <span id="score-ai">0</span> · Empates: <span id="score-d">0</span>
</div>
<button id="restart-btn">Reiniciar</button>
<script src="script.js"></script>
</body>

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@@ -1,122 +1,307 @@
'use strict';
// Referencias DOM
const boardDiv = document.getElementById('board');
const statusDiv = document.getElementById('status');
const restartBtn = document.getElementById('restart-btn');
let board, gameOver;
const playerSideSelect = document.getElementById('player-side');
const scorePlayerSpan = document.getElementById('score-player');
const scoreAiSpan = document.getElementById('score-ai');
const scoreDrawSpan = document.getElementById('score-d');
function initGame() {
board = Array(9).fill('');
gameOver = false;
statusDiv.textContent = "Tu turno (X)";
renderBoard();
// Constantes
const WIN_COMBOS = [
[0, 1, 2], [3, 4, 5], [6, 7, 8], // Filas
[0, 3, 6], [1, 4, 7], [2, 5, 8], // Columnas
[0, 4, 8], [2, 4, 6] // Diagonales
];
let board = Array(9).fill('');
let gameOver = false;
let playerSide = 'X';
let aiSide = 'O';
let scores = { player: 0, ai: 0, D: 0 };
function loadScores() {
try {
const raw = localStorage.getItem('ttt_ai_scores');
if (raw) {
const parsed = JSON.parse(raw);
if (parsed && typeof parsed === 'object') {
scores.player = Number(parsed.player) || 0;
scores.ai = Number(parsed.ai) || 0;
scores.D = Number(parsed.D) || 0;
}
}
} catch (_) {
// Ignorar errores
}
}
function renderBoard() {
boardDiv.innerHTML = '';
board.forEach((cell, idx) => {
const cellDiv = document.createElement('div');
cellDiv.className = 'cell';
cellDiv.textContent = cell;
cellDiv.onclick = () => handlePlayerMove(idx);
boardDiv.appendChild(cellDiv);
function saveScores() {
try {
localStorage.setItem('ttt_ai_scores', JSON.stringify(scores));
} catch (_) {
// Ignorar errores
}
}
function updateScoreUI() {
if (scorePlayerSpan) scorePlayerSpan.textContent = String(scores.player);
if (scoreAiSpan) scoreAiSpan.textContent = String(scores.ai);
if (scoreDrawSpan) scoreDrawSpan.textContent = String(scores.D);
}
function initBoardDom() {
// Si ya existen 9 hijos, reutilizarlos (mejor rendimiento)
if (boardDiv.children.length === 9) {
Array.from(boardDiv.children).forEach(c => {
c.classList.remove('win');
c.textContent = '';
c.setAttribute('aria-label', 'Casilla');
c.removeEventListener('click', onCellClick);
c.addEventListener('click', onCellClick);
c.addEventListener('keydown', (e) => {
if (e.key === 'Enter' || e.key === ' ') onCellClick(e);
});
});
boardDiv.setAttribute('aria-disabled', 'false');
return;
}
boardDiv.textContent = '';
for (let idx = 0; idx < 9; idx++) {
const cell = document.createElement('button');
cell.type = 'button';
cell.className = 'cell';
cell.setAttribute('data-idx', String(idx));
cell.setAttribute('role', 'gridcell');
cell.setAttribute('aria-label', `Casilla ${idx + 1}`);
cell.addEventListener('click', onCellClick);
cell.addEventListener('keydown', (e) => {
if (e.key === 'Enter' || e.key === ' ') onCellClick(e);
});
boardDiv.appendChild(cell);
}
boardDiv.setAttribute('aria-disabled', 'false');
}
function render() {
for (let i = 0; i < 9; i++) {
const el = boardDiv.children[i];
if (!el) continue;
el.textContent = board[i];
}
}
function setStatus(msg) {
statusDiv.textContent = msg;
}
function getWinCombo(b, player) {
for (const combo of WIN_COMBOS) {
const [a, m, c] = combo;
if (b[a] === player && b[m] === player && b[c] === player) {
return combo;
}
}
return null;
}
function isDraw(b) {
return b.every(cell => cell !== '') &&
!getWinCombo(b, 'X') && !getWinCombo(b, 'O');
}
function highlightCombo(combo) {
if (!combo) return;
combo.forEach(i => {
const el = boardDiv.children[i];
if (el) el.classList.add('win');
});
}
function handlePlayerMove(idx) {
if (gameOver || board[idx] !== '') return;
board[idx] = 'X';
renderBoard();
if (checkWinner('X')) {
statusDiv.textContent = `¡Tú ganas! 🎉`;
gameOver = true;
function endGame(result, combo) {
gameOver = true;
boardDiv.setAttribute('aria-disabled', 'true');
if (result === playerSide) {
setStatus('¡Tú ganas! 🎉');
scores.player += 1;
highlightCombo(combo);
} else if (result === aiSide) {
setStatus('¡La máquina gana! 🤖');
scores.ai += 1;
highlightCombo(combo);
} else {
setStatus('¡Empate!');
scores.D += 1;
}
updateScoreUI();
saveScores();
}
function onCellClick(e) {
const target = e.currentTarget;
const idx = Number(target.getAttribute('data-idx'));
if (gameOver || !Number.isInteger(idx)) return;
// Solo permitir movimiento del jugador cuando sea su turno
const turn = nextTurn(board);
if (turn !== playerSide) return;
if (board[idx] !== '') return;
// Movimiento jugador
board[idx] = playerSide;
render();
// Comprobar fin
const combo = getWinCombo(board, playerSide);
if (combo) {
endGame(playerSide, combo);
return;
}
if (isDraw()) {
statusDiv.textContent = "¡Empate!";
gameOver = true;
if (isDraw(board)) {
endGame('D', null);
return;
}
statusDiv.textContent = "Turno de la máquina (O)";
setTimeout(machineMove, 400);
// Turno de la máquina
setStatus(`Turno de la máquina (${aiSide})`);
setTimeout(machineMove, 350);
}
function nextTurn(b) {
const xCount = b.filter(v => v === 'X').length;
const oCount = b.filter(v => v === 'O').length;
// En Tic-Tac-Toe empieza 'X'; si hay igual cantidad, le toca a 'X', si X > O, le toca 'O'
return xCount === oCount ? 'X' : 'O';
}
// Minimax con poda alfa-beta
function minimax(b, depth, isMaximizing, alpha, beta) {
const aiWin = getWinCombo(b, aiSide);
const playerWin = getWinCombo(b, playerSide);
if (aiWin) return 10 - depth;
if (playerWin) return depth - 10;
if (isDraw(b)) return 0;
if (isMaximizing) {
let best = -Infinity;
for (let i = 0; i < 9; i++) {
if (b[i] === '') {
b[i] = aiSide;
const score = minimax(b, depth + 1, false, alpha, beta);
b[i] = '';
best = Math.max(best, score);
alpha = Math.max(alpha, best);
if (beta <= alpha) break;
}
}
return best;
} else {
let best = Infinity;
for (let i = 0; i < 9; i++) {
if (b[i] === '') {
b[i] = playerSide;
const score = minimax(b, depth + 1, true, alpha, beta);
b[i] = '';
best = Math.min(best, score);
beta = Math.min(beta, best);
if (beta <= alpha) break;
}
}
return best;
}
}
function machineMove() {
if (gameOver) return;
// Si no es turno de la máquina, salir
const turn = nextTurn(board);
if (turn !== aiSide) return;
// Elegir mejor jugada con Minimax
let bestScore = -Infinity;
let move = null;
for (let i = 0; i < 9; i++) {
if (board[i] === '') {
board[i] = 'O';
let score = minimax(board, 0, false);
board[i] = '';
if (score > bestScore) {
bestScore = score;
move = i;
}
}
}
if (move !== null) board[move] = 'O';
renderBoard();
if (checkWinner('O')) {
statusDiv.textContent = `¡La máquina gana! 🤖`;
gameOver = true;
return;
}
if (isDraw()) {
statusDiv.textContent = "¡Empate!";
gameOver = true;
return;
}
statusDiv.textContent = "Tu turno (X)";
}
// Algoritmo Minimax
function minimax(newBoard, depth, isMaximizing) {
if (checkWinnerOnBoard(newBoard, 'O')) return 10 - depth;
if (checkWinnerOnBoard(newBoard, 'X')) return depth - 10;
if (newBoard.every(cell => cell !== '')) return 0;
if (isMaximizing) {
let bestScore = -Infinity;
for (let i = 0; i < 9; i++) {
if (newBoard[i] === '') {
newBoard[i] = 'O';
let score = minimax(newBoard, depth + 1, false);
newBoard[i] = '';
bestScore = Math.max(score, bestScore);
}
}
return bestScore;
// Pequeña heurística: si está libre, prioriza centro (4) en primera jugada
if (board.every(c => c === '')) {
move = 4; // centro
} else {
let bestScore = Infinity;
for (let i = 0; i < 9; i++) {
if (newBoard[i] === '') {
newBoard[i] = 'X';
let score = minimax(newBoard, depth + 1, true);
newBoard[i] = '';
bestScore = Math.min(score, bestScore);
if (board[i] === '') {
board[i] = aiSide;
const score = minimax(board, 0, false, -Infinity, Infinity);
board[i] = '';
if (score > bestScore) {
bestScore = score;
move = i;
}
}
}
return bestScore;
// Si no encontró nada (no debería), elige primera libre
if (move === null) move = board.findIndex(c => c === '');
}
if (move !== null) {
board[move] = aiSide;
}
render();
// Comprobar fin
const combo = getWinCombo(board, aiSide);
if (combo) {
endGame(aiSide, combo);
return;
}
if (isDraw(board)) {
endGame('D', null);
return;
}
setStatus(`Tu turno (${playerSide})`);
}
function startGame() {
// Lado del jugador según selector
if (playerSideSelect && (playerSideSelect.value === 'X' || playerSideSelect.value === 'O')) {
playerSide = playerSideSelect.value;
} else {
playerSide = 'X';
}
aiSide = playerSide === 'X' ? 'O' : 'X';
// Reset
board = Array(9).fill('');
gameOver = false;
initBoardDom();
Array.from(boardDiv.children).forEach(c => c.classList.remove('win'));
render();
// Si empieza la IA (jugador eligió 'O'), IA mueve primero
const turn = nextTurn(board);
if (turn === aiSide) {
setStatus(`Turno de la máquina (${aiSide})`);
setTimeout(machineMove, 300);
} else {
setStatus(`Tu turno (${playerSide})`);
}
}
function checkWinner(player) {
return checkWinnerOnBoard(board, player);
// Listeners
restartBtn.addEventListener('click', startGame);
if (playerSideSelect) {
playerSideSelect.addEventListener('change', () => {
// Reiniciar al cambiar de lado
startGame();
});
}
function checkWinnerOnBoard(b, player) {
const wins = [
[0,1,2],[3,4,5],[6,7,8],
[0,3,6],[1,4,7],[2,5,8],
[0,4,8],[2,4,6]
];
return wins.some(combo => combo.every(i => b[i] === player));
}
function isDraw() {
return board.every(cell => cell !== '') && !checkWinner('X') && !checkWinner('O');
}
restartBtn.onclick = initGame;
initGame();
// Init
loadScores();
updateScoreUI();
startGame();

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@@ -119,4 +119,56 @@ h1 {
.cell {
font-size: 3em;
}
}
/* Controles y marcador */
#controls {
margin: 1rem auto 0.5rem auto;
display: flex;
align-items: center;
justify-content: center;
gap: 8px;
}
#controls select#player-side {
font-size: 1em;
padding: 6px 10px;
border-radius: 8px;
border: 1px solid #ddd;
}
#score {
margin: 0.6rem auto 0.4rem auto;
font-size: 1em;
color: #444;
}
/* Botones-celda accesibles */
.cell {
border: none;
outline: none;
}
.cell:focus-visible {
box-shadow: 0 0 0 4px rgba(52, 152, 219, 0.35);
}
/* Resaltado de combinación ganadora */
.win {
background: #eaf7ff;
box-shadow: 0 0 0 2px rgba(61, 90, 254, 0.25), 0 2px 10px rgba(61, 90, 254, 0.16);
}
@media (prefers-color-scheme: dark) {
#controls select#player-side {
background: #20233a;
color: #eaeaf0;
border-color: #2c3252;
}
#score {
color: #a0a3b0;
}
.cell:focus-visible {
box-shadow: 0 0 0 4px rgba(61, 90, 254, 0.35);
}
.win {
background: #172441;
box-shadow: 0 0 0 2px rgba(61, 90, 254, 0.35), 0 2px 12px rgba(61, 90, 254, 0.22);
}
}