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HTML

              
                <div id="myModal" class="modal fade">
    <div class="modal-dialog" role="document">
        <div class="modal-content">
            <div class="modal-header">
                <button type="button" class="close" data-dismiss="modal" aria-label="Close">
          <span aria-hidden="true">&times;</span>
        </button>
                <h4 class="modal-title">TIC-TAC-TOE</h4>
            </div>
            <div class="modal-body">
                <p>Choose Your Team</p>
            </div>
            <div class="modal-footer center-block">
                <button id="btn-O" type="button" class="btn btn-secondary" data-dismiss="modal">O</button>
                <button id="btn-X" type="button" class="btn btn-secondary" data-dismiss="modal">X</button>
            </div>
        </div>
        <!-- /.modal-content -->
    </div>
    <!-- /.modal-dialog -->
</div>
<!-- /.modal -->
<div class="container-fluid">
    <div class="row center-block">
        <div class="col-xs-12">
            <div id="overlay" class="hidden"></div>
            <div id="board">
                <div id="r0" class="row text-center">
                    <div id="0-0" class="col-xs-4 box"></div>
                    <div id="0-1" class="col-xs-4 box"></div>
                    <div id="0-2" class="col-xs-4 box"></div>
                </div>
                <div id="r1" class="row text-center">
                    <div id="1-0" class="col-xs-4 box"></div>
                    <div id="1-1" class="col-xs-4 box"></div>
                    <div id="1-2" class="col-xs-4 box"></div>
                </div>
                <div id="r2" class="row text-center">
                    <div id="2-0" class="col-xs-4 box"></div>
                    <div id="2-1" class="col-xs-4 box"></div>
                    <div id="2-2" class="col-xs-4 box"></div>
                </div>
            </div>
        </div>
    </div>
</div>
              
            
!

CSS

              
                * {
    webkit-user-select: none;
    moz-user-select: none;
    ms-user-select: none;
    user-select: none;
}

html, body {
    max-width: 100%;
    height: 100%;
    background-color: #232323;
    overflow: hidden;     
}

#board {
    width: 450px;
    height: 450px;
    background-color: #FFF;
}

#overlay {
    width: 85%;
    height: 18%;
    position: absolute;
    top: 188px;
    left: 36px;
    color: #FFF;
    font-size: 60px;
    font-weight: bold;
    z-index: 10;
    border: 2px solid #000;
    background-color: rgba(0,0,0,0.7);
    text-align: center;
}

.row {
    padding-left: 15px;
    padding-right: 15px;
}

.box {
    border: 6px solid #333;
    height: 150px;
    width: 150px;
    padding-top: 5px;
    font-size: 100px;    
}

.container-fluid {
  height: 100%;
  display: flex;
  align-items: center;
}

.hidden {
    /*display: none;*/
    visibility: hidden;
}

.text-faded {
    color: #999;    
}

.draw {
    color: #0066FF;
}

.win {
    color: #009900;
    font-weight: bold;
}

.lose {
    color: #990000;
    font-weight: bold;
}

/* Mobile */
@media (max-width: 480px) {
	#board {
		width: 300px;
		height: 300px;
	}
    
    #overlay {
        width: 85%;
        height: 18%;
        top: 125px;
        left: 24px;
        font-size: 35px;
        border: 1px solid #000;
    }    
    
    .box {
        border: 4px solid #333;
        width: 100px;
        height: 100px;
        font-size: 55px;        
    }
}

              
            
!

JS

              
                /**
  * REQS:
  *     DONE: Choose mark at start
  *     Working AI
  *     DONE: Reset after win acknowledged
  * TODO: Keep logic and display separate
  * TODO: Swap first/second after each game
  * TODO: Row and Col hints are off / backwards in some cases
  * TODO: Change nearWin to nearLoss (defense mode) and add nearWin for near Computer wins, ECC, CEC, CCE
  * TODO: Fix splicing corners/sides.
  * TODO: Choose random side, if random corner isn't an option
  * BUG: Occassionaly Computer won't choose a corner.
  */
$(document).ready(function() {
    
    function Game() {
        var _this = this;
        this.turn = 0;
        this.isRunning = true;
        this.player = new Player();
        this.computer = new Computer();
        this.nearWin;
        
        this.board = [['E', 'E', 'E'],
                      ['E', 'E', 'E'],
                      ['E', 'E', 'E']];
        
        this.boxMap = { "top-left": {x: 0, y: 0}, "top-middle": {x: 0, y: 1}, "top-right": {x: 0, y: 2},
                    "mid-left": {x: 1, y: 0}, "center": {x: 1, y: 1}, "mid-right": {x: 1, y: 2},
                    "btm-left": {x: 2, y: 0}, "btm-middle": {x: 2, y: 1}, "btm-right": {x: 2, y: 2}
                   };
        
        this.corners = ["top-left", "top-right",
                        "btm-left", "btm-right" ];    
        
        this.sides = ["top-middle", "mid-right",
                      "btm-middle", "mid-left" ];        
        
        this.sum = function(arr) {
          return arr.reduce(function(a, b){
                return a + b;
          });
        };
        
        this.count = function(arr, target) {
            return arr.reduce(function(a, b) {
                return a + (b === target);
            }, 0);
        };
        
        $('#btn-O').click(function() {
            _this.player.mark = 'O';
            _this.computer.mark = 'X';
        });

        $('#btn-X').click(function() {
            _this.player.mark = 'X';
            _this.computer.mark = 'O';
        });    

        $('.box').click(function() {
            if (_this.isRunning && $(this).text() !== _this.computer.mark && $(this).text() !== _this.player.mark) {
                _this.markBox(_this.player.mark, $(this).prop('id'));
                _this.nearWin = undefined;
                _this.checkBoard();
                _this.computer.doMove(_this);
                _this.checkBoard();
            }
        }); // end box click listener

        $('#board').dblclick(function(e) {
            $('.box').text(""); // reset display
            _this.reset(); // reset game
        }); // end board click listener
        
        $('#myModal').modal();
    }
    
    Game.prototype.checkCount = function() {
        var count = this.board.map(this.count);
        
        var search = 2;
        var count = this.board.reduce(function(n, val) {
            return n + (val === search);
        }, 0);
        
        for (var row = 0; row < this.board.length; i++) {
            
        }
    }
    
    // Checks for wins in the board columns and gives the Computer move hints
    Game.prototype.checkCols = function() {
        var _this = this;
        
        var colSums = this.board.map(function(row, i) {
          return _this.sum(_this.board.map(function(row) {
              return row[i]; 
          }));
        });
        
        if (colSums.indexOf("OOO") !== -1) {
            this.showWin('O', "Col", colSums.indexOf("OOO"));
        } else if (colSums.indexOf("XXX") !== -1) {
            this.showWin('X', "Col", colSums.indexOf("XXX"));
        } else {        
        // Takes in the column sums to determine a hint
        // for the computer to use to make a move
            this.giveHint(colSums, "col");
        }
        
    }
    
    Game.prototype.checkRows = function() {
        
        var rowSums = this.board.map(this.sum);
        
        if (rowSums.indexOf("OOO") !== -1) {
            this.showWin('O', "Row", rowSums.indexOf("OOO"));
        } else if (rowSums.indexOf("XXX") !== -1) {
            this.showWin('X', "Row", rowSums.indexOf("XXX"));
        } else {
            this.giveHint(rowSums, "row");
        }
    }
    
    Game.prototype.checkDiags = function() {
        var diagL = [];
        var diagLSum = "";
        for (let i = 0, j =0; i < this.board.length && j < this.board[i].length; i++, j++) {
            diagL.push(this.board[i][j]);
        }
        
        diagLSum = this.sum(diagL);
        
        var diagR = [];
        var diagRSum = 0;
        for (let i = 0, j = this.board[i].length-1 ; i < this.board.length && j >= 0 ; i++, j--) {
            diagR.push(this.board[i][j])
        }
        
        diagRSum = this.sum(diagR);
        
        if (diagLSum === "OOO") {
            this.showWin('O', "Left Diag");
        } else if (diagLSum === "XXX") {
            this.showWin('X', "Left Diag");
        } else {
            this.giveHint(diagLSum, "diagL");
        }
        
        if (diagRSum === "OOO") {
            this.showWin('O', "Right Diag");
        } else if (diagRSum === "XXX") {
            this.showWin('X', "Right Diag");
        } else {
            this.giveHint(diagRSum, "diagR");            
        }
    }
  
    Game.prototype.checkBoard = function() {
        if (game.isRunning) {
            if (this.turn < 9) {
                this.checkCols();
                this.checkRows();
                this.checkDiags();
            } else {
                this.showDraw();
            }
        }
    }
    
    Game.prototype.giveHint = function(sums, type) {
        var P = this.player.mark;
        var C = this.computer.mark;
   
        if (type === "col") {
            // Look for Computer near wins in columns
            if (sums.indexOf('E'+C+C) !== -1) {
                this.nearWin = {x: 0, y: sums.indexOf('E'+C+C)};
            } else if (sums.indexOf(C+'E'+C) !== -1) {
                this.nearWin = {x: 1, y: sums.indexOf(C+'E'+C)};
            } else if (sums.indexOf(C+C+'E') !== -1) {
                this.nearWin = {x: 2, y: sums.indexOf(C+C+'E')};
            // Look for Player near wins in columns
            } else if (sums.indexOf('E'+P+P) !== -1) {
                this.nearWin = {x: 0, y: sums.indexOf('E'+P+P)};
            } else if (sums.indexOf(P+'E'+P) !== -1) {
                this.nearWin = {x: 1, y: sums.indexOf(P+'E'+P)};
            } else if (sums.indexOf(P+P+'E') !== -1) {
                this.nearWin = {x: 2, y: sums.indexOf(P+P+'E')};
            }            
        } else if (type === "row") {
            // Look for Computer near wins in rows
            if (sums.indexOf('E'+C+C) !== -1) {
                this.nearWin = {x: sums.indexOf('E'+C+C), y: 0};
            } else if (sums.indexOf(C+'E'+C) !== -1) {
                this.nearWin = {x: sums.indexOf(C+'E'+C), y: 1};
            } else if (sums.indexOf(C+C+'E') !== -1) {
                this.nearWin = {x: sums.indexOf(C+C+'E'), y: 2};
            // Look for Player near wins in rows
            } else if (sums.indexOf('E'+P+P) !== -1) {
                this.nearWin = {x: sums.indexOf('E'+P+P), y: 0};
            } else if (sums.indexOf(P+'E'+P) !== -1) {
                this.nearWin = {x: sums.indexOf(P+'E'+P), y: 1};
            } else if (sums.indexOf(P+P+'E') !== -1) {
                this.nearWin = {x: sums.indexOf(P+P+'E'), y: 2};
            }
        } else if (type === "diagL") {
            // Look for Computer near wins in left diagonal            
            if (sums === 'E'+C+C) {
                this.nearWin = {x: 0, y: 0};
            } else if (sums === C+'E'+C) {
                this.nearWin = {x: 1, y: 1};
            } else if (sums === C+C+'E') {
                this.nearWin = {x: 2, y: 2};
            // Look for Player near wins in left diagonal                
            } else if (sums === 'E'+P+P) {
                this.nearWin = {x: 0, y: 0};
            } else if (sums === P+'E'+P) {
                this.nearWin = {x: 1, y: 1};
            } else if (sums === P+P+'E') {
                this.nearWin = {x: 2, y: 2};
            }
        } else if (type === "diagR") {
            // Look for Computer near wins in right diagonal            
            if (sums === 'E'+C+C) {
                this.nearWin = {x: 0, y: 2};
            } else if (sums === C+'E'+C) {
                this.nearWin = {x: 1, y: 1};
            } else if (sums === C+C+'E') {
                this.nearWin = {x: 2, y: 0};
            // Look for Player near wins in right diagonal                
            } else if (sums === 'E'+P+P) {
                this.nearWin = {x: 0, y: 2};
            } else if (sums === P+'E'+P) {
                this.nearWin = {x: 1, y: 1};
            } else if (sums === P+P+'E') {
                this.nearWin = {x: 2, y: 0};
            }            
        }
    }
    
    Game.prototype.markBox = function(mark, boxId) {
        var x = boxId.split('-')[0];
        var y = boxId.split('-')[1];
        this.board[x][y] = mark; // change backend
        $("#"+boxId).text(mark); // change frontend
        this.turn++;
    }
    
    Game.prototype.peekBox = function(area) {
        var x = this.boxMap[area].x;
        var y = this.boxMap[area].y;
        return this.board[x][y];
    }    
    
    Game.prototype.reset = function(resetTimer) {
        this.isRunning = true;
        this.turn = 0;
        this.nearWin = undefined;
        
        this.board = [['E', 'E', 'E'],
                      ['E', 'E', 'E'],
                      ['E', 'E', 'E']];
        
        this.corners = ["top-left", "top-right",
                        "btm-left", "btm-right" ];
        
        this.sides = ["top-middle", "mid-right",
                      "btm-middle", "mid-left" ];       
        
        $('*').removeClass("text-faded");
        $('*').removeClass("win");
        $('*').removeClass("lose");
        $('#overlay').addClass('animated bounceOutUp');
        //$('#overlay').addClass('hidden');
        $('.box').text("");
        clearTimeout(resetTimer);
    }
    
    // area can be a boxMap string, or a nearWin/x,y object
    Game.prototype.setBox = function(mark, area) {
        if (typeof(area) === "string") {
            var x = this.boxMap[area].x;
            var y = this.boxMap[area].y;
        } else if (typeof(area) === "object") {
            var x = area.x;
            var y = area.y;
        }
        
        if (this.board[x][y] !== this.player.mark) {
            this.board[x][y] = mark; // change backend
            $("#"+x+"-"+y).text(mark); // change frontend
        } else {
            console.log("cry about it");
        }
    }
    
    Game.prototype.showBoard = function() {
        for (var row = 0; row < this.board.length; row++) {
            console.log(this.board[row]);
        }
    }
    
    Game.prototype.showDraw = function() {
        var _this = this;
        
        $('.box').addClass('text-faded');
        $('#overlay').text("DRAW GAME")
                     .removeClass('hidden bounceOutUp')
                     .addClass('animated bounceInUp');
        
        var resetTimer = setTimeout(function() {
            _this.reset(resetTimer);
        }, 3000);     
    }
    
    // change to showResult
    Game.prototype.showWin = function(mark, location, index) {
        this.isRunning = false;
        var _this = this;
        var index = index !== undefined ? index : "";
        var highlight = mark === this.player.mark ? 'win' : 'lose';
        var result = mark === this.player.mark ? "YOU WIN" : "YOU LOSE";
        
        $('.box').addClass('text-faded');
        
        if (location === "Row") {
           //$("#r"+index).addClass(highlight);
            $("#"+index+"-0").addClass(highlight);
            $("#"+index+"-1").addClass(highlight);
            $("#"+index+"-2").addClass(highlight);
        } else if (location === "Col") {
            $("#0-"+index).addClass(highlight);
            $("#1-"+index).addClass(highlight);
            $("#2-"+index).addClass(highlight);
        } else if (location === "Left Diag") {
            $("#0-0").addClass(highlight);
            $("#1-1").addClass(highlight);
            $("#2-2").addClass(highlight);            
        } else if (location === "Right Diag") {
            $("#2-0").addClass(highlight);
            $("#1-1").addClass(highlight);
            $("#0-2").addClass(highlight);            
        }
        
        //console.log(mark + " wins at " + location + index);
        $('#overlay').text(result)
                     .removeClass('hidden bounceOutUp')
                     .addClass('animated bounceInUp');     
        
        var resetTimer = setTimeout(function() {
            _this.reset(resetTimer);
        }, 3000);
    }    
    
    function Player() {
        this.mark = 'O';
        this.wins = 0;
        this.draws = 0;
        this.losses = 0;
    }
    
    function Computer() {
        this.mark = 'X';
    }
    
    Computer.prototype.chooseCorner = function(game) {
        var randomIdx = Math.floor(Math.random() * game.corners.length);
        var randomCorner;
        
        while (game.peekBox(game.corners[randomIdx]) !== 'E') {
            game.corners.splice(randomIdx, 1);
            randomIdx = Math.floor(Math.random() * game.corners.length);
        }
        
        randomCorner = game.boxMap[ game.corners[randomIdx] ];
        return randomCorner;
    }
    
    Computer.prototype.chooseSide = function(game) {
        var randomIdx = Math.floor(Math.random() * game.sides.length);
        var randomSide;
        
        while (game.peekBox(game.sides[randomIdx]) !== 'E') {
            game.sides.splice(randomIdx, 1);
            randomIdx = Math.floor(Math.random() * game.sides.length);
        }
        
        randomSide = game.boxMap[ game.sides[randomIdx] ];
        return randomSide;
    }    
    
    Computer.prototype.doMove = function(game) {
        
        // 1. WIN: Check for 2 in a row, if so place 3rd ftw
        // 2. BLOCK: Check for Player 2 in a row, if so place to block
        // 3. 
        if (game.isRunning) {
            if (game.nearWin) {
                game.setBox(this.mark, game.nearWin);
            } else if (game.peekBox("center") === 'E') {
                game.setBox(this.mark, "center");
            } else {
                if (game.corners.length > 0) {
                    console.log("picking random corner!");
                    console.log(game.corners.length);
                    var corner = this.chooseCorner(game);
                    game.setBox(this.mark, corner);
                } else {
                    console.log("picking random side!");
                    var side = this.chooseSide(game);
                    game.setBox(this.mark, side);
                }
            }
            
            game.turn++;
        }
        
    }
    
    var game = new Game();    
});
              
            
!
999px

Console