files
Juegos/3-en-raya-computer/script.js

307 lines
7.7 KiB
JavaScript

'use strict';
// Referencias DOM
const boardDiv = document.getElementById('board');
const statusDiv = document.getElementById('status');
const restartBtn = document.getElementById('restart-btn');
const playerSideSelect = document.getElementById('player-side');
const scorePlayerSpan = document.getElementById('score-player');
const scoreAiSpan = document.getElementById('score-ai');
const scoreDrawSpan = document.getElementById('score-d');
// 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 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 ${idx + 1}`);
cell.addEventListener('click', onCellClick);
cell.addEventListener('keydown', (e) => {
if (e.key === 'Enter' || e.key === ' ') onCellClick(e);
});
boardDiv.appendChild(cell);
}
boardDiv.setAttribute('aria-disabled', 'false');
}
function render() {
for (let i = 0; i < 9; i++) {
const el = boardDiv.children[i];
if (!el) continue;
el.textContent = board[i];
}
}
function setStatus(msg) {
statusDiv.textContent = msg;
}
function getWinCombo(b, player) {
for (const combo of WIN_COMBOS) {
const [a, m, c] = combo;
if (b[a] === player && b[m] === player && b[c] === player) {
return combo;
}
}
return null;
}
function isDraw(b) {
return b.every(cell => cell !== '') &&
!getWinCombo(b, 'X') && !getWinCombo(b, 'O');
}
function highlightCombo(combo) {
if (!combo) return;
combo.forEach(i => {
const el = boardDiv.children[i];
if (el) el.classList.add('win');
});
}
function endGame(result, combo) {
gameOver = true;
boardDiv.setAttribute('aria-disabled', 'true');
if (result === playerSide) {
setStatus('¡Tú ganas! 🎉');
scores.player += 1;
highlightCombo(combo);
} else if (result === aiSide) {
setStatus('¡La máquina gana! 🤖');
scores.ai += 1;
highlightCombo(combo);
} else {
setStatus('¡Empate!');
scores.D += 1;
}
updateScoreUI();
saveScores();
}
function onCellClick(e) {
const target = e.currentTarget;
const idx = Number(target.getAttribute('data-idx'));
if (gameOver || !Number.isInteger(idx)) return;
// Solo permitir movimiento del jugador cuando sea su turno
const turn = nextTurn(board);
if (turn !== playerSide) return;
if (board[idx] !== '') return;
// Movimiento jugador
board[idx] = playerSide;
render();
// Comprobar fin
const combo = getWinCombo(board, playerSide);
if (combo) {
endGame(playerSide, combo);
return;
}
if (isDraw(board)) {
endGame('D', null);
return;
}
// Turno de la máquina
setStatus(`Turno de la máquina (${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;
// Pequeña heurística: si está libre, prioriza centro (4) en primera jugada
if (board.every(c => c === '')) {
move = 4; // centro
} else {
for (let i = 0; i < 9; i++) {
if (board[i] === '') {
board[i] = aiSide;
const score = minimax(board, 0, false, -Infinity, Infinity);
board[i] = '';
if (score > bestScore) {
bestScore = score;
move = i;
}
}
}
// 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})`);
}
}
// Listeners
restartBtn.addEventListener('click', startGame);
if (playerSideSelect) {
playerSideSelect.addEventListener('change', () => {
// Reiniciar al cambiar de lado
startGame();
});
}
// Init
loadScores();
updateScoreUI();
startGame();