I'm trying to make an AI for a puter that plays tic-tac-toe out of javascript, but I'm running into a console error that says that it can't read the property focus of undefined. My code:
window.addEventListener('load', () => {
// Determine whether you are going first
const humanTurnFirst = Math.random() >= 0.5;
/**
* Get an array of the text content of each of the tic-tac-toe buttons
* @returns {Array} Array of the text content of each square, from top-left to bottom-right.
*/
const getLayout = () => {
// Array of buttons ordered from top-left to bottom right
const buttons = [
document.getElementsByClassName('corner-top-left')[0],
document.getElementsByClassName('edge-top')[0],
document.getElementsByClassName('corner-top-right')[0],
document.getElementsByClassName('edge-left')[0],
document.getElementsByClassName('center-button')[0],
document.getElementsByClassName('edge-right')[0],
document.getElementsByClassName('corner-bottom-left')[0],
document.getElementsByClassName('edge-bottom')[0],
document.getElementsByClassName('corner-bottom-right')[0],
];
const layout = [];
buttons.forEach(button => layout.push(button.innerText));
return layout;
};
/**
* Make the puter play a square
* @param {Node} button The square to play
*/
const autoClick = (button) => {
console.log('button', button);
const $turn = document.getElementsByClassName('turn')[0];
$turn.innerText = 'Not your turn yet...';
const $allButtons = [...document.getElementsByClassName('button')];
const $allDisableableButtons = $allButtons
.filter(
element => element !== button
&& !element.disabled,
);
$allDisableableButtons.forEach((disableableButton) => {
const thisButton = disableableButton;
thisButton.disabled = true;
});
console.log('button', button);
button.focus();
setTimeout(() => {
button.click();
$allDisableableButtons.forEach((disableableButton) => {
const thisButton = disableableButton;
thisButton.disabled = false;
$turn.innerText = 'Try clicking an empty space.';
});
}, 500);
};
/**
* Calculate the best square for the puter to play.
* @param {Array.<Node>} layout Array of the text of each square, from top-left to bottom right.
* @param {Node|Boolean} previous The last move that you've made.
*/
const puterTurn = (layout, previous, localHumanTurnFirst) => {
const buttons = [
document.getElementsByClassName('corner-top-left')[0],
document.getElementsByClassName('edge-top')[0],
document.getElementsByClassName('corner-top-right')[0],
document.getElementsByClassName('edge-left')[0],
document.getElementsByClassName('center-button')[0],
document.getElementsByClassName('edge-right')[0],
document.getElementsByClassName('corner-bottom-left')[0],
document.getElementsByClassName('edge-bottom')[0],
document.getElementsByClassName('corner-bottom-right')[0],
];
const $corners = [...document.getElementsByClassName('corner')];
// If there is no previous move, the puter goes first with a random corner.
if (!previous) {
const randomBelow4 = Math.floor(Math.random() * 4);
const randomCorner = $corners[randomBelow4];
autoClick(randomCorner);
/* If the puter is going first,
has already filled out a random corner,
and there is nothing in the center,
it will place another X in one of the adgacent corners.
*/
} else if (
!localHumanTurnFirst
&& layout.filter(element => element === 'X').length === 1
&& previous !== buttons[4]
) {
const filledOutCorner = buttons.filter(element => element.innerText === 'X')[0];
const diagonalCorner = document.getElementsByClassName(filledOutCorner.className
.split(/\s+/)[2]
.replace(/(left|right)/, match => (match === 'left' ? 'right' : 'left'))
.replace(/(top|bottom)/, match => (match === 'top' ? 'bottom' : 'top')))[0];
const emptyCorners = $corners.filter(corner => corner.innerText === 'Empty');
const adjacentCorners = emptyCorners.filter(element => element !== diagonalCorner);
const potentialCorners = adjacentCorners
.filter(
corner => document.getElementsByClassName(`edge-${corner.className.split(/\s+/)[2].split('-')[1]}`)[0].innerText === 'Empty'
&& document.getElementsByClassName(`edge-${corner.className.split(/\s+/)[2].split('-')[2]}`)[0].innerText === 'Empty',
);
const randomPotentialCorner = potentialCorners[
Math.floor(
Math.random()
* potentialCorners.length,
)
];
autoClick(randomPotentialCorner);
} else if (
!localHumanTurnFirst
&& buttons.filter(button => button.innerText === 'X' && button.className.split(/\s+/).includes('corner')).length === 2
&& buttons.filter(button => button.innerText === 'O' && [...document.getElementsByClassName(`corner-${button.className.replace('button edge edge-', '')}`)].every(element => element.innerText === 'X')).length === 1
) {
autoClick(buttons[4]);
}
};
/**
* Add event listener for squares
* @param {Boolean} localHumanTurnFirst Whether you go first.
*/
const squaresOnClick = (localHumanTurnFirst, isHumanTurn) => {
const humanLetter = localHumanTurnFirst ? 'X' : 'O';
const puterLetter = localHumanTurnFirst ? 'O' : 'X';
const $squares = [...document.getElementsByClassName('button')];
$squares.forEach((square) => {
const thisSquare = square;
square.addEventListener('click', () => {
if (isHumanTurn) {
thisSquare.innerText = humanLetter;
puterTurn(getLayout(), thisSquare, localHumanTurnFirst);
squaresOnClick(localHumanTurnFirst, false);
} else {
thisSquare.innerText = puterLetter;
squaresOnClick(localHumanTurnFirst, true);
}
thisSquare.disabled = true;
});
});
};
/**
* Turn the wele screen into the game screen.
* @param {Boolean} localHumanTurnFirst Whether you go first.
*/
const spawnSquares = (localHumanTurnFirst) => {
const $turn = document.getElementsByClassName('turn')[0];
const $mainGame = document.getElementsByClassName('main-game')[0];
$turn.innerText = 'Try clicking an empty space.';
$mainGame.className = 'main-game dp-4 tic-tac-toe';
$mainGame.setAttribute('aria-label', 'Tic-tac-toe grid');
$mainGame.innerHTML = `
<button class="button corner corner-top-left corner-top corner-left">Empty</button>
<button class="button edge edge-top">Empty</button>
<button class="button corner corner-top-right corner-top corner-right">Empty</button>
<button class="button edge edge-left">Empty</button>
<button class="button center-button">Empty</button>
<button class="button edge edge-right">Empty</button>
<button class="button corner corner-bottom-left corner-bottom corner-left">Empty</button>
<button class="button edge edge-bottom">Empty</button>
<button class="button corner corner-bottom-right corner-bottom corner-right">Empty</button>
`;
squaresOnClick(localHumanTurnFirst, localHumanTurnFirst);
if (!localHumanTurnFirst) {
puterTurn(getLayout(), false, localHumanTurnFirst);
}
};
/**
* Create the button that starts the game.
*/
const weleButton = (localHumanTurnFirst) => {
const $weleButton = document.getElementsByClassName('start-button')[0];
$weleButton.addEventListener('click', () => spawnSquares(localHumanTurnFirst));
};
/**
* Turn the main game into the wele screen.
* @param {Boolean} localHumanTurnFirst Whether you go first.
*/
const wele = (localHumanTurnFirst) => {
const $mainGame = document.getElementsByClassName('main-game')[0];
const $turn = document.getElementsByClassName('turn')[0];
$turn.innerText = 'Wele!';
$mainGame.className = 'main-game dp-4 wele center';
$mainGame.innerHTML = `
<section class="wele-section">
<h2 class="wele-heading">Wele to unbeatable tic-tac-toe!</h2>
<p class="wele-text">
According to random chance, your turn has already been chosen
as ${localHumanTurnFirst ? 'first (with an X)' : 'second (with an O)'}, which
means that the puter is going
${localHumanTurnFirst ? 'second (with an O)' : 'first (with an X)'}. <strong>
Press the start button to start the game!</strong
>
</p>
</section>
<button class="start-button button">Start</button>
`;
weleButton(localHumanTurnFirst);
};
wele(humanTurnFirst);
});
When I call puterTurn when the first elseif condition is true, I get this weird output in the console:
The problem is in these lines, I think:
} else if (
!localHumanTurnFirst
&& layout.filter(element => element === 'X').length === 1
&& previous !== buttons[4]
) {
const filledOutCorner = buttons.filter(element => element.innerText === 'X')[0];
const diagonalCorner = document.getElementsByClassName(filledOutCorner.className
.split(/\s+/)[2]
.replace(/(left|right)/, match => (match === 'left' ? 'right' : 'left'))
.replace(/(top|bottom)/, match => (match === 'top' ? 'bottom' : 'top')))[0];
const emptyCorners = $corners.filter(corner => corner.innerText === 'Empty');
const adjacentCorners = emptyCorners.filter(element => element !== diagonalCorner);
const potentialCorners = adjacentCorners
.filter(
corner => document.getElementsByClassName(`edge-${corner.className.split(/\s+/)[2].split('-')[1]}`)[0].innerText === 'Empty'
&& document.getElementsByClassName(`edge-${corner.className.split(/\s+/)[2].split('-')[2]}`)[0].innerText === 'Empty',
);
const randomPotentialCorner = potentialCorners[
Math.floor(
Math.random()
* potentialCorners.length,
)
];
autoClick(randomPotentialCorner);
} else if (
!localHumanTurnFirst
&& buttons.filter(button => button.innerText === 'X' && button.className.split(/\s+/).includes('corner')).length === 2
&& buttons.filter(button => button.innerText === 'O' && [...document.getElementsByClassName(`corner-${button.className.replace('button edge edge-', '')}`)].every(element => element.innerText === 'X')).length === 1
) {
autoClick(buttons[4]);
}
It appears like autoClick is being called thrice. This doesn't appear to be affecting my actual code, but I think console errors are pretty annoying, and I want to get to the bottom of this. Thanks so much for your time, and I'm sorry if I'm being really vague.
EDIT: console.log('button', button)
I'm trying to make an AI for a puter that plays tic-tac-toe out of javascript, but I'm running into a console error that says that it can't read the property focus of undefined. My code:
window.addEventListener('load', () => {
// Determine whether you are going first
const humanTurnFirst = Math.random() >= 0.5;
/**
* Get an array of the text content of each of the tic-tac-toe buttons
* @returns {Array} Array of the text content of each square, from top-left to bottom-right.
*/
const getLayout = () => {
// Array of buttons ordered from top-left to bottom right
const buttons = [
document.getElementsByClassName('corner-top-left')[0],
document.getElementsByClassName('edge-top')[0],
document.getElementsByClassName('corner-top-right')[0],
document.getElementsByClassName('edge-left')[0],
document.getElementsByClassName('center-button')[0],
document.getElementsByClassName('edge-right')[0],
document.getElementsByClassName('corner-bottom-left')[0],
document.getElementsByClassName('edge-bottom')[0],
document.getElementsByClassName('corner-bottom-right')[0],
];
const layout = [];
buttons.forEach(button => layout.push(button.innerText));
return layout;
};
/**
* Make the puter play a square
* @param {Node} button The square to play
*/
const autoClick = (button) => {
console.log('button', button);
const $turn = document.getElementsByClassName('turn')[0];
$turn.innerText = 'Not your turn yet...';
const $allButtons = [...document.getElementsByClassName('button')];
const $allDisableableButtons = $allButtons
.filter(
element => element !== button
&& !element.disabled,
);
$allDisableableButtons.forEach((disableableButton) => {
const thisButton = disableableButton;
thisButton.disabled = true;
});
console.log('button', button);
button.focus();
setTimeout(() => {
button.click();
$allDisableableButtons.forEach((disableableButton) => {
const thisButton = disableableButton;
thisButton.disabled = false;
$turn.innerText = 'Try clicking an empty space.';
});
}, 500);
};
/**
* Calculate the best square for the puter to play.
* @param {Array.<Node>} layout Array of the text of each square, from top-left to bottom right.
* @param {Node|Boolean} previous The last move that you've made.
*/
const puterTurn = (layout, previous, localHumanTurnFirst) => {
const buttons = [
document.getElementsByClassName('corner-top-left')[0],
document.getElementsByClassName('edge-top')[0],
document.getElementsByClassName('corner-top-right')[0],
document.getElementsByClassName('edge-left')[0],
document.getElementsByClassName('center-button')[0],
document.getElementsByClassName('edge-right')[0],
document.getElementsByClassName('corner-bottom-left')[0],
document.getElementsByClassName('edge-bottom')[0],
document.getElementsByClassName('corner-bottom-right')[0],
];
const $corners = [...document.getElementsByClassName('corner')];
// If there is no previous move, the puter goes first with a random corner.
if (!previous) {
const randomBelow4 = Math.floor(Math.random() * 4);
const randomCorner = $corners[randomBelow4];
autoClick(randomCorner);
/* If the puter is going first,
has already filled out a random corner,
and there is nothing in the center,
it will place another X in one of the adgacent corners.
*/
} else if (
!localHumanTurnFirst
&& layout.filter(element => element === 'X').length === 1
&& previous !== buttons[4]
) {
const filledOutCorner = buttons.filter(element => element.innerText === 'X')[0];
const diagonalCorner = document.getElementsByClassName(filledOutCorner.className
.split(/\s+/)[2]
.replace(/(left|right)/, match => (match === 'left' ? 'right' : 'left'))
.replace(/(top|bottom)/, match => (match === 'top' ? 'bottom' : 'top')))[0];
const emptyCorners = $corners.filter(corner => corner.innerText === 'Empty');
const adjacentCorners = emptyCorners.filter(element => element !== diagonalCorner);
const potentialCorners = adjacentCorners
.filter(
corner => document.getElementsByClassName(`edge-${corner.className.split(/\s+/)[2].split('-')[1]}`)[0].innerText === 'Empty'
&& document.getElementsByClassName(`edge-${corner.className.split(/\s+/)[2].split('-')[2]}`)[0].innerText === 'Empty',
);
const randomPotentialCorner = potentialCorners[
Math.floor(
Math.random()
* potentialCorners.length,
)
];
autoClick(randomPotentialCorner);
} else if (
!localHumanTurnFirst
&& buttons.filter(button => button.innerText === 'X' && button.className.split(/\s+/).includes('corner')).length === 2
&& buttons.filter(button => button.innerText === 'O' && [...document.getElementsByClassName(`corner-${button.className.replace('button edge edge-', '')}`)].every(element => element.innerText === 'X')).length === 1
) {
autoClick(buttons[4]);
}
};
/**
* Add event listener for squares
* @param {Boolean} localHumanTurnFirst Whether you go first.
*/
const squaresOnClick = (localHumanTurnFirst, isHumanTurn) => {
const humanLetter = localHumanTurnFirst ? 'X' : 'O';
const puterLetter = localHumanTurnFirst ? 'O' : 'X';
const $squares = [...document.getElementsByClassName('button')];
$squares.forEach((square) => {
const thisSquare = square;
square.addEventListener('click', () => {
if (isHumanTurn) {
thisSquare.innerText = humanLetter;
puterTurn(getLayout(), thisSquare, localHumanTurnFirst);
squaresOnClick(localHumanTurnFirst, false);
} else {
thisSquare.innerText = puterLetter;
squaresOnClick(localHumanTurnFirst, true);
}
thisSquare.disabled = true;
});
});
};
/**
* Turn the wele screen into the game screen.
* @param {Boolean} localHumanTurnFirst Whether you go first.
*/
const spawnSquares = (localHumanTurnFirst) => {
const $turn = document.getElementsByClassName('turn')[0];
const $mainGame = document.getElementsByClassName('main-game')[0];
$turn.innerText = 'Try clicking an empty space.';
$mainGame.className = 'main-game dp-4 tic-tac-toe';
$mainGame.setAttribute('aria-label', 'Tic-tac-toe grid');
$mainGame.innerHTML = `
<button class="button corner corner-top-left corner-top corner-left">Empty</button>
<button class="button edge edge-top">Empty</button>
<button class="button corner corner-top-right corner-top corner-right">Empty</button>
<button class="button edge edge-left">Empty</button>
<button class="button center-button">Empty</button>
<button class="button edge edge-right">Empty</button>
<button class="button corner corner-bottom-left corner-bottom corner-left">Empty</button>
<button class="button edge edge-bottom">Empty</button>
<button class="button corner corner-bottom-right corner-bottom corner-right">Empty</button>
`;
squaresOnClick(localHumanTurnFirst, localHumanTurnFirst);
if (!localHumanTurnFirst) {
puterTurn(getLayout(), false, localHumanTurnFirst);
}
};
/**
* Create the button that starts the game.
*/
const weleButton = (localHumanTurnFirst) => {
const $weleButton = document.getElementsByClassName('start-button')[0];
$weleButton.addEventListener('click', () => spawnSquares(localHumanTurnFirst));
};
/**
* Turn the main game into the wele screen.
* @param {Boolean} localHumanTurnFirst Whether you go first.
*/
const wele = (localHumanTurnFirst) => {
const $mainGame = document.getElementsByClassName('main-game')[0];
const $turn = document.getElementsByClassName('turn')[0];
$turn.innerText = 'Wele!';
$mainGame.className = 'main-game dp-4 wele center';
$mainGame.innerHTML = `
<section class="wele-section">
<h2 class="wele-heading">Wele to unbeatable tic-tac-toe!</h2>
<p class="wele-text">
According to random chance, your turn has already been chosen
as ${localHumanTurnFirst ? 'first (with an X)' : 'second (with an O)'}, which
means that the puter is going
${localHumanTurnFirst ? 'second (with an O)' : 'first (with an X)'}. <strong>
Press the start button to start the game!</strong
>
</p>
</section>
<button class="start-button button">Start</button>
`;
weleButton(localHumanTurnFirst);
};
wele(humanTurnFirst);
});
When I call puterTurn when the first elseif condition is true, I get this weird output in the console:
The problem is in these lines, I think:
} else if (
!localHumanTurnFirst
&& layout.filter(element => element === 'X').length === 1
&& previous !== buttons[4]
) {
const filledOutCorner = buttons.filter(element => element.innerText === 'X')[0];
const diagonalCorner = document.getElementsByClassName(filledOutCorner.className
.split(/\s+/)[2]
.replace(/(left|right)/, match => (match === 'left' ? 'right' : 'left'))
.replace(/(top|bottom)/, match => (match === 'top' ? 'bottom' : 'top')))[0];
const emptyCorners = $corners.filter(corner => corner.innerText === 'Empty');
const adjacentCorners = emptyCorners.filter(element => element !== diagonalCorner);
const potentialCorners = adjacentCorners
.filter(
corner => document.getElementsByClassName(`edge-${corner.className.split(/\s+/)[2].split('-')[1]}`)[0].innerText === 'Empty'
&& document.getElementsByClassName(`edge-${corner.className.split(/\s+/)[2].split('-')[2]}`)[0].innerText === 'Empty',
);
const randomPotentialCorner = potentialCorners[
Math.floor(
Math.random()
* potentialCorners.length,
)
];
autoClick(randomPotentialCorner);
} else if (
!localHumanTurnFirst
&& buttons.filter(button => button.innerText === 'X' && button.className.split(/\s+/).includes('corner')).length === 2
&& buttons.filter(button => button.innerText === 'O' && [...document.getElementsByClassName(`corner-${button.className.replace('button edge edge-', '')}`)].every(element => element.innerText === 'X')).length === 1
) {
autoClick(buttons[4]);
}
It appears like autoClick is being called thrice. This doesn't appear to be affecting my actual code, but I think console errors are pretty annoying, and I want to get to the bottom of this. Thanks so much for your time, and I'm sorry if I'm being really vague.
EDIT: console.log('button', button)
Share Improve this question edited Jun 20, 2020 at 9:12 CommunityBot 11 silver badge asked Mar 2, 2019 at 17:11 fifn2fifn2 3822 gold badges6 silver badges16 bronze badges 6- can you check the line 43, are you calling the actual class name. Check for any typo – Beginner Commented Mar 2, 2019 at 17:17
- basically the error is something you are trying to access in the dom but which is undefined, just check by putting a console.log() of the element, and not able to identify where are you calling the focus , can you post the line where you are getting error – Beginner Commented Mar 2, 2019 at 17:20
- @DILEEPTHOMAS I put a console.log(button) in the autoClick function in various places. – fifn2 Commented Mar 2, 2019 at 17:26
- what it is giving undefined or what console.log("button", button). Even if its undefined you will be able to understand easily – Beginner Commented Mar 2, 2019 at 17:29
- @DILEEPTHOMAS I don't understand. Do you want me to put "button" before the button so that people don't get confused? – fifn2 Commented Mar 2, 2019 at 17:35
1 Answer
Reset to default 0I've found out why this is.
I need to make my autoClick
function return immediately if the button
is falsy (or undefined
) with this magical one liner:
if (!button) { return; }