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]