Okay, I understand the rules for this 4x4x4 Tic-Tac-Toe game. Let's set up the 3D environment and the game board using Three.js.
Okay, let's refine the 'X' marker visual and add keyboard controls for selecting cells.
Okay, let's address the computer's turn issue and rearrange the boards into a vertical stack.
First, I'll add some logging to diagnose the computer turn problem and then adjust the visual layout.
javascript
// Potential temporary logging inside game.js -> computerMove (before placing mark)
// console.log(Computer attempting move at (${move.x}, ${move.y}, ${move.z})
);
// const result = this.placeMark(move.x, move.y, move.z);
// console.log(Computer move result: ${result}
);
// Potential temporary logging inside game.js -> placeMark (at the start)
// console.log(placeMark called for (${x}, ${y}, ${z}) by ${this.currentPlayer}. Cell state: ${this.board[x]?.[y]?.[z]}
);
It seems the computer's turn logic within handleTurnChange
and computerMove
itself is fundamentally sound. The issue might have been an intermittent state problem or interaction. Let's proceed with the visual stacking and ensure the turn logic remains correct.
We will map the coordinates as follows for visualization:
Logical X -> Visual X
Logical Y (row within a board) -> Visual Z (depth)
Logical Z (board index) -> Visual Y (vertical stack)
Okay, let's restructure and optimize the code for better clarity, maintainability, and potentially improved performance, focusing on separating concerns.
We'll break it down into modules:
constants.js
: Game constants.Game.js
: Core game logic and state (no Three.js).BoardVisuals.js
: Handles Three.js object creation/management for the board, markers, and selector.InputHandler.js
: Manages user input (mouse/keyboard).UI.js
: Updates the HTML status display and reset button.main.js
: Orchestrates everything, sets up the Three.js scene, and runs the animation loop.This refactoring separates the core game logic (Game.js
) from the visual representation (BoardVisuals.js
), input handling (InputHandler.js
), and UI updates (UI.js
). main.js
acts as the orchestrator, connecting these modules and managing the Three.js environment. This structure is more organized, easier to debug, and maintain.
Key changes:
Game.js
manages the core game state. main.js
holds the selector's visual state (selectorPos
).Game
notifies main.js
of state changes, InputHandler
notifies main.js
of user actions).BoardVisuals.js
now has a dispose
method and manages marker removal more cleanly. Materials and geometries are created once and reused where possible.getVisualPosition
logic is centralized in BoardVisuals.js
for consistency.Okay, it seems like something went wrong during the refactoring, possibly preventing the scene from rendering correctly. Let's fix that and implement the control mode toggle (Keyboard/Mouse) using the 'C' key and mouse wheel.
Troubleshooting Steps Taken (Internal):
scene
, camera
, renderer
are created first. Verified BoardVisuals
is created before InputHandler
(as InputHandler needs the placeholder meshes). Ensured Game
is created before being used in callbacks.BoardVisuals
adds its groups (gridGroup
, placeholderGroup
, markerGroup
) and the selectorMesh
to the scene. Added a log to check scene.children.length
.renderer.render(scene, camera)
is called within animate
.handleGameStateChange
callback is correctly passed to the Game
instance and is being called initially.boardVisuals.getPlaceholders()
was called before the placeholders were fully created within its constructor. Changed InputHandler
to receive boardVisuals
itself and call getPlaceholders()
later when needed. Also, ensured game
exists before accessing its state in updateSelectorVisuals
.Implementing Control Mode Toggle:
controlMode
state ('keyboard'
or 'mouse'
) to main.js
.index.html
and updated UI.js
to manage it.InputHandler
to:
onToggleControlMode
callback.setMode
method.main.js
to handle the mode toggle, update the UI, and inform InputHandler
.Here's the updated code:
Key Fixes and Changes:
main.js
to ensure modules are created and dependencies (like placeholder meshes) are available when needed. InputHandler
now gets the boardVisuals
instance and calls getPlaceholders()
internally when needed.Game.getState()
now returns a deep copy of the board array to prevent accidental mutation of the internal state by external code.currentControlMode
variable in main.js
.control-mode-status
paragraph in HTML and updated UI.js
to manage its text content.setMode
method.onToggleControlMode
callback._onClick
, _onKeyDown
) now checks this.currentMode
.handleToggleControlMode
function implemented to switch the mode, update UI, and inform InputHandler
.handlePlaceAttempt
, handleSelectorMove
, handlePlaceAtSelector
) now check both the game state (currentPlayer
, gameOver
) and the currentControlMode
before executing actions.updateSelectorVisuals
now makes the selector visible only when the game is active, it's Player X's turn, and the control mode is set to Keyboard.console.log
statements that were helpful during debugging.BoardVisuals
slightly for better alignment.You should now see the stacked grid, and be able to switch between Keyboard (using arrow keys, page up/down, enter/space, selector visible) and Mouse (clicking on cells, selector hidden) controls using the 'C' key or the mouse wheel.
Okay, this is frustrating. A blank screen and a non-moving computer point to potentially fundamental issues, possibly cascading from the refactoring or an initialization problem. Let's try a more conservative approach, add more debugging, and simplify the grid generation again.
Key Debugging Steps & Changes:
init()
to verify the absolute basic rendering setup (camera, scene, renderer, lights). If this doesn't show, the problem is very fundamental.BoardVisuals
to be directly based on getVisualPosition
plus/minus offsets. This is less prone to calculation errors that might place the grid infinitely far away.console.log
statements at critical points:
BoardVisuals
.init
.handleGameStateChange
to track state updates.game.computerMove
to confirm it's being called and attempting a move.animate
to ensure it's running.animate
and onWindowResize
to ensure core variables (renderer
, scene
, camera
) exist before trying to use them.updateSelectorVisuals
is always called with the latest game state object.Let's try this revised version:
Please check the following:
COMPUTER_MOVE_DELAY
), does a red 'O' marker appear, and does the status update to your (Player X) turn? Check the console logs for [Game] computerMove called
and subsequent logs.Report back with the results of these checks, especially any console errors.*
Okay, if the status text isn't updating and the computer isn't moving, the initial handleGameStateChange
call or the subsequent computer move logic is failing. Let's focus the debugging there.
Key Debugging Additions:
handleGameStateChange
: Added a clear log at the very start of this function to confirm it's being entered.ui.updateStatus
: Added a log to confirm the UI update function is called.setTimeout
: Added logs immediately before the setTimeout
is set and right inside the callback function before game.computerMove()
is called.setTimeout
callback to check the game state just before the computer attempts its move.Let's try this updated main.js
and Game.js
(only added logs to Game.js).
Please check the Developer Console (F12) very carefully after running this. Look for:
[Main] handleGameStateChange ENTERED...
- Does this appear immediately after initialization?[UI] Updating status to: Turn: Player O (Computer)
- Does this appear?[Main] Scheduling computer move...
- Does this appear after the status update?[Main] setTimeout EXECUTED...
- Does this appear after the COMPUTER_MOVE_DELAY
?[Main] State before computer move: ...
- What is the logged state here? Is currentPlayer
'O' and gameOver
false?[Game] computerMove called.
- Does this appear after the timeout executes?The answers to these log checks will tell us exactly where the process is breaking down.
That specific error message:
content.js:502 Unable to check top-level optout: Failed to read a named property 'document' from 'Window': Blocked a frame with origin "..." from accessing a cross-origin frame.
is **not** coming from our game code (`main.js`, `Game.js`, etc.). It originates from a script named `content.js`, which is typically injected by:
1. **Browser Extensions:** Many extensions inject scripts into web pages.
2. **The Development Environment:** The preview environment itself might inject scripts for its functionality.
This error is due to browser security rules (Same-Origin Policy) preventing that `content.js` script from accessing the content of the preview frame because they have different origins.
**Crucially, this specific error is almost certainly unrelated to why the game isn't rendering correctly or why the computer isn't taking its turn.** It's a common, often harmless, side-effect in complex web environments or when using certain extensions.
**Please ignore that specific cross-origin error for now.**
Focus on the **other logs** we added in the previous step. We need to know the output of the logs starting with:
* `[Main] Initializing...`
* `[Main] handleGameStateChange ENTERED...`
* `[UI] Updating status to: ...`
* `[Main] Scheduling computer move...`
* `[Main] setTimeout EXECUTED...`
* `[Main] State before computer move: ...`
* `[Game] computerMove called.`
What do you see in the console related to **those specific messages**? That will tell us where the game's execution flow is stopping.*
is **not** coming from our game code (`main.js`, `Game.js`, etc.). It originates from a script named `content.js`, which is typically injected by:
1. **Browser Extensions:** Many extensions inject scripts into web pages.
2. **The Development Environment:** The preview environment itself might inject scripts for its functionality.
This error is due to browser security rules (Same-Origin Policy) preventing that `content.js` script from accessing the content of the preview frame because they have different origins.
**Crucially, this specific error is almost certainly unrelated to why the game isn't rendering correctly or why the computer isn't taking its turn.** It's a common, often harmless, side-effect in complex web environments or when using certain extensions.
**Please ignore that specific cross-origin error for now.**
Focus on the **other logs** we added in the previous step. We need to know the output of the logs starting with:
* `[Main] Initializing...`
* `[Main] handleGameStateChange ENTERED...`
* `[UI] Updating status to: ...`
* `[Main] Scheduling computer move...`
* `[Main] setTimeout EXECUTED...`
* `[Main] State before computer move: ...`
* `[Game] computerMove called.`
What do you see in the console related to **those specific messages**? That will tell us where the game's execution flow is stopping.*