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- extends Node2D
- # ... other node setup code ... (Replace this comment with your actual code for creating the board visuals and cells)
- var current_player = 1 # 1 for player, 2 for AI
- var board = [
- [0, 0, 0],
- [0, 0, 0],
- [0, 0, 0]
- ]
- # Get the click position relative to the scene
- var click_pos = event.position
- # Convert click position to grid coordinates
- var grid_x = floor(click_pos.x / cell_size) # Replace "cell_size" with your actual cell size
- var grid_y = floor(click_pos.y / cell_size)
- # Check if the clicked cell is empty
- if board[grid_y][grid_x] == 0:
- # Update the board state
- board[grid_y][grid_x] = current_player
- # Update the visual representation of the board (add code to display X or O on the clicked cell)
- # Check for win/draw condition (add code to check if the current player has won or if the game is a draw)
- # Switch to AI's turn
- current_player = 2
- func _input(event):
- # Check for left mouse click
- if event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
- # Handle player's click
- pass # Replace with your actual click handling code
- func _process(delta):
- if current_player == 2:
- # AI's turn
- var ai_move = get_ai_move()
- # Make the AI's move
- # ...
- current_player = 1
- func get_ai_move():
- # Simple AI: choose a random empty cell
- var empty_cells = []
- for y in range(3):
- for x in range(3):
- if board[y][x] == 0:
- empty_cells.append([x, y])
- var random_index = randi() % empty_cells.size()
- return empty_cells[random_index]
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