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<div id="container">
<div class="game-narrative" id="game-narrative-one">
<p class="game-narrative-text">In a world where two forces battle for domination of a war-torn landscape, only one will draw the line and reign supreme.</p>
<button class="game-btn" id="narrative-one-btn">...</button>
</div>
<div class="game-narrative" id="game-narrative-two">
<p class="game-narrative-text">The year is 2048.</p>
<p class="game-narrative-text">In a post apocalyptic galaxy run by giant corporations, you are a cybernetically enhanced space marine with no memory of their past.</p>
<button class="game-btn" id="narrative-two-btn">...</button>
</div>
<div class="game-narrative" id="game-narrative-three">
<p class="game-narrative-text">Are you the chosen one foretold by prophecy?</p>
<p class="game-narrative-text">Do you have the strength to survive...</p>
<div id="narrative-three-btns">
<button class="game-btn" id="narrative-three-btn">YES</button>
<div></div>
<a class="game-btn" id="puppies-btn" href="https://au.pinterest.com/explore/puppy-pictures/" target="_blank">NO</a>
</div>
</div>
<div id = "header">
<p class="dramatic-text">
<span id = "tic-text">Tic </span>
<span id = "tac-text">Tac </span>
<span id = "doom-text">DOOM</span>
</p>
</div>
<div id="game-configuration">
<h2 id = "identity-label">Choose your mark</h2>
<div id="identity-selection" class="row">
<div class="cell identity-cell" value="X">X</div>
<div class="cell identity-cell" value="O">O</div>
</div>
</div>
<div id="game-grid">
<div class="row">
<div class="cell game-cell" id="c00"></div>
<div class="cell game-cell" id="c01"></div>
<div class="cell game-cell" id="c02"></div>
</div>
<div class="row">
<div class="cell game-cell" id="c10"></div>
<div class="cell game-cell" id="c11"></div>
<div class="cell game-cell" id="c12"></div>
</div>
<div class="row">
<div class="cell game-cell" id="c20"></div>
<div class="cell game-cell" id="c21"></div>
<div class="cell game-cell" id="c22"></div>
</div>
<div class="computer-threat">
<p><span id ="computer-threat-text"></span></p>
</div>
</div>
<div id="game-over">
<h2 id="game-end-heading"></h2>
<h3 id="game-end-subheading"></h2>
<button class="game-btn" id="game-reset-btn">↺ Play again</button>
</div>
</div>
* {
margin: 0;
padding: 0;
}
body {
background-color: #FDE3A7;
-webkit-transition-duration: 0.5s; /* Safari */
transition-duration: 0.5s;
}
#container {
}
.game-narrative {
margin: 0 auto; /* Center the item vertically & horizontally */
position: fixed; /* Break it out of the regular flow */
top: 0; left: 0; bottom: 0; right: 0; /* Set the bounds in which to center it, relative to its parent/container */
padding: 20px;
display: flex;
justify-content: center;
align-items: center;
resize: both;
/* overflow: auto; */
max-width: 700px;
flex-direction: column;
text-align: center;
}
.game-narrative-text {
font-family: 'Share Tech', sans-serif;
font-size: 2em;
margin: 10px;
}
.game-btn {
font-family: 'Share Tech', sans-serif;
font-size: 2em;
margin: 20px;
-webkit-border-radius: 8;
-moz-border-radius: 8;
border-radius: 8px;
color: #ffffff;
font-size: 20px;
background-color: #d35400;
padding: 10px 20px 10px 20px;
border: solid #F89406 2px;
text-decoration: none;
}
.game-btn:hover {
background-color: #e67e22;
text-decoration: none;
}
.game-btn:focus {
outline:0;
}
#narrative-three-btns {
display: flex;
flex-flow: row;
}
.dramatic-text {
font-family: 'Trade Winds', cursive;
font-size: 3em;
}
.computer-threat {
font-family: 'Trade Winds', cursive;
font-size: 1.5em;
margin-top: 20px;
color: #c0392b;
}
#header {
text-align: center;
margin: 10px;
margin-top: 30px;
color: #c0392b;
}
#game-configuration {
margin: 0 auto; /* Center the item vertically & horizontally */
padding: 20px;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
resize: both;
}
#identity-selection {
display: flex;
justify-content: center;
flex-direction: row;
}
.identity {
margin: 0px 20px;
}
#identity-label {
color: #FFF;
font-family: 'Share Tech', sans-serif;
font-size: 2em;
text-align: center;
vertical-align: middle;
margin: 20px;
}
#game-grid {
display: flex;
flex-direction: column;
flex-wrap: nowrap;
justify-content: center;
align-items: center;
}
.row {
display: flex;
flex-direction: row;
flex-wrap: nowrap;
}
.cell {
font-family: 'Gloria Hallelujah', cursive;
color: #FFFFFF;
background-color: #121a21;
text-align: center;
width: 100px;
height: 100px;
font-size: 3em;
margin: 5px;
border-radius: 10px;
/* "pop-out" effect */
box-shadow: 6px 6px 0px 0px #090d10;
-webkit-transition-duration: 0.5s; /* Safari */
transition-duration: 0.5s;
}
.cell:hover {
color: #e74c3c;
background-color: #34495e;
}
.cell-selected {
color: #c0392b;
transform: translate(3px,3px);
box-shadow: 3px 3px 0px 0px #000000;
background-color: #121a21;
}
.cell-selected:hover {
/* Disabling hover on already selected cells */
color: #c0392b;
background-color: #121a21;
}
.cell-win {
color: #e74c3c;
background-color: #34495e;
transition: all 1s ease-in-out;
transform: scale(1.05);
}
.cell-win:hover {
/* Disabling hover on win animation cells */
background-color: #34495e;
}
#game-over {
color: #FFF;
font-family: 'Share Tech', sans-serif;
margin: 0 auto; /* Center the item vertically & horizontally */
position: fixed; /* Break it out of the regular flow */
top: 0; left: 0; bottom: 0; right: 0; /* Set the bounds in which to center it, relative to its parent/container */
padding: 20px;
display: flex;
justify-content: center;
align-items: center;
resize: both;
/* overflow: auto; */
max-width: 700px;
flex-direction: column;
text-align: center;
}
#game-end-heading {
font-size: 2em;
margin: 10px;
}
#game-end-subheading {
font-size: 1.5em;
margin: 10px;
}
#game-reset-btn {
font-family: 'Share Tech', sans-serif;
font-size: 2em;
margin: 20px;
-webkit-border-radius: 8;
-moz-border-radius: 8;
border-radius: 8px;
color: #ffffff;
font-size: 20px;
background-color: #d35400;
padding: 10px 20px 10px 20px;
border: solid #F89406 2px;
text-decoration: none;
}
#game-reset-btn: hover {
background: #3cb0fd;
text-decoration: none;
}
// The game object, used to store current state of the game.
var game = {
board: [[null, null, null],
[null, null, null],
[null, null, null]], // Rows of the game grid in 2D array form.
playerMark: "", // The mark 'X' or 'O' the player uses to select a cell.
aiMark: "", // The mark the computer uses to select a cell.
turnsPlayed: 0, // If reaches 9 without a win, its a draw.
playerTurn: true, // Flag tracking who's turn it is.
nextMove: [null, null], // Used to store move calculated by minimax.
winner: "", // Stores winning mark.
gameOver: false // Flag indicating whether the game has ended.
}
var darkColor = "#2c3e50";
var $narrativeOne = $("#game-narrative-one");
var $narrativeTwo = $("#game-narrative-two");
var $narrativeThree = $("#game-narrative-three");
var $narrativeFour = $("#game-narrative-four");
var computerThreats = ["Prepare to suffer extreme humiliation!",
"I will destroy you!",
"I am invincible!",
"You cannot defeat me!",
"You will be annihilated!",
"You will fail!",
"Fear me!",
"Vengeance is mine!",
"I hunger!"]
var $identityBtn = $(".identity-cell");
var $gameBtn = $(".game-cell");
var $gameResetBtn = $("#game-reset-btn");
$(document).ready(function() {
$narrativeOne.hide();
$narrativeTwo.hide();
$narrativeThree.hide();
$narrativeFour.hide();
$("#header").hide();
$("#game-configuration").hide();
$("#game-grid").hide();
$("#game-over").hide();
$narrativeOne.fadeIn(500);
});
$("#narrative-one-btn").on('click', function() {
var transitionPeriod = 500;
$narrativeOne.fadeOut(transitionPeriod);
setTimeout(function() {
$narrativeTwo.fadeIn(transitionPeriod);
}, transitionPeriod);
});
$("#narrative-two-btn").on('click', function() {
var transitionPeriod = 500;
$narrativeTwo.fadeOut(transitionPeriod);
setTimeout(function() {
$narrativeThree.fadeIn(transitionPeriod);
}, transitionPeriod);
});
$("#narrative-three-btn").on('click', function() {
var transitionPeriod = 500;
$narrativeThree.fadeOut(transitionPeriod);
setTimeout(function() {
$("#tic-text").hide();
$("#tac-text").hide();
$("#doom-text").hide();
$("#header").show();
$("#tic-text").show();
setTimeout(function(){
$("#tac-text").show();
setTimeout(function() {
$("body").css("background-color", darkColor);
$("#doom-text").show();
setTimeout(function(){
$("#game-configuration").fadeIn(transitionPeriod);
}, transitionPeriod * 2);
}, transitionPeriod * 2);
}, transitionPeriod * 2);
}, transitionPeriod * 2);
});
// When a player initially chooses their mark before playing.
$identityBtn.on('click', function() {
// Grabbing value from the HTML element
game.playerMark = $(this).attr("value");
if (game.playerMark === "X"){
game.aiMark = "O";
} else {
game.aiMark = "X";
}
startGame();
});
function startGame(){
// Transitioning between config menu to game grid.
$("#game-configuration").hide();
$("#game-grid").fadeIn(500);
if (!game.playerTurn)
aiPlay();
}
$gameBtn.on('click', function() {
if (game.playerTurn) {
// Parsing player's move
var cell = $(this).attr("id");
var row = parseInt(cell[1]);
var col = parseInt(cell[2]);
if (spaceFree(game.board, row, col)) {
makePlay(game.playerMark, row, col); // Commit move to the game board.
checkPlay(game.playerMark); // Check if the move resulted in a win.
} else {
// Do nothing (space already taken)
}
} else {
// Do nothing (not player's turn)
}
});
function aiPlay() {
var aiThinkingDelay = 1000;
setTimeout(function() {
minimax(game, 0); // Use minimax to calculate the next optimal move.
makePlay(game.aiMark, game.nextMove[0], game.nextMove[1]); // Commit move to the game board.
checkPlay(game.aiMark); // Check if the move resulted in a win.
var randThreat = computerThreats[Math.floor(Math.random() * computerThreats.length)];
$("#computer-threat-text").text(randThreat);
$("#computer-threat-text").fadeIn(250);
setTimeout(function() {
$("#computer-threat-text").fadeOut(250);
}, 2000);
}, aiThinkingDelay);
}
function checkPlay(mark) {
const gameOverDelay = 2000;
if (hasWon()) {
const gameOverDelay = 2000; // Wait two second to allow win animation to play out.
// Turn has resulted in a valid win
setTimeout(function() {
gameOver(mark); // After delay, transition to game-over menu.
}, gameOverDelay);
} else if (game.turnsPlayed >= 9) {
// There are no more turns that can be made, it is a draw.
// Draw animation?
setTimeout(function() {
gameOver("draw");
}, gameOverDelay);
} else {
game.playerTurn = !game.playerTurn; // Toggle turn between pc and player.
if (!game.playerTurn) {
aiPlay(); // If it's not the players turn, initiate computer turn.
}
}
}
function spaceFree(board, row, col) {
// Checks if a player can mark a selected cell.
return (board[row][col] === null)
}
function makePlay(mark, row, col) {
// Saving move to game
game.board[row][col] = mark;
game.turnsPlayed++;
var cellId = "#c" + row + "" + col;
// Stylising game cell to reflect an ai move.
$(cellId).text(mark);
$(cellId).addClass("cell-selected");
}
function minimax(state, depth){
// Inspired by http://neverstopbuilding.com/minimax
// Creating a replicated object of the game state to avoid
// editing the existing game state (it has been passed 'byRef')
// See http://stackoverflow.com/questions/122102/what-is-the-most-efficient-way-to-deep-clone-an-object-in-javascript/5344074#5344074
var gameState = JSON.parse(JSON.stringify(state));
if (gameState.gameOver){
// If game is in an end state (win, lose, draw) return corresponding score (10, -10, 0)
return getScore(gameState, depth);
} else {
depth++; // Iterate depth as algorithm gets recursively deeper. Used to choose moves that prolong defeat, hasten victory.
var moves = []; // Used to store all possible moves in this current game state.
var scores = []; // Used to store the corresponding scores resulting from each of those moves.
moves = generateAllAvailableMoves(gameState); // Generate an array of all available coordinates on the game board.
for (var i = 0; i < moves.length; i++) {
// For each possible move, create a simulation game state where the move has been played.
var possibleGameState = generatePossibleGame(gameState, moves[i]);
// Then store the resultant score, recursively calling the minimax algorithm.
scores.push(minimax(possibleGameState, depth));
}
if (gameState.playerTurn) {
// MAX
var maxScoreIndex = findIndexOfMax(scores); // In the case of it being the protagonist's turn, find the highest equating score.
game.nextMove = moves[maxScoreIndex]; // Store move to be executed.
return scores[maxScoreIndex];
} else {
// MIN
var minScoreIndex = findIndexOfMin(scores); // In the case of it being the opponent's turn, find the lowest equating score.
game.nextMove = moves[minScoreIndex];
return scores[minScoreIndex];
}
}
}
// Equates game states to scores
// Wins equating to 10, loses equating to -10, draws or continued gameplay equating to 0.
function getScore(gameState, depth) {
if (gameState.gameOver && gameState.winner === gameState.playerMark) {
return 10 - depth;
} else if (gameState.gameOver && gameState.winner === gameState.aiMark) {
return depth - 10;
} else {
return 0;
}
}
// Returns an array of the coordinates (row, column) of all available cells in a particular game state.
function generateAllAvailableMoves(gameState){
const rowLength = 3;
const colLength = 3;
var availableMoves = [];
for (var row = 0; row < rowLength; row++){
for (var col = 0; col < colLength; col++){
if (spaceFree(gameState.board, row, col)){
// Scanning the game board for free spaces
availableMoves.push([row, col]);
}
}
}
return availableMoves;
}
// Creates a simulated game state when a specified move is executed.
function generatePossibleGame(state, move){
var gameState = JSON.parse(JSON.stringify(state));
// Execute the move
if (gameState.playerTurn){
gameState.board[move[0]][move[1]] = gameState.playerMark;
} else {
gameState.board[move[0]][move[1]] = gameState.aiMark;
}
gameState.turnsPlayed++;
// Check if the move has resulted in an end game state.
if (checkWin(gameState)) {
gameState.gameOver = true;
if (gameState.playerTurn){
gameState.winner = gameState.playerMark;
} else {
gameState.winner = gameState.aiMark;
}
} else if (gameState.turnsPlayed >= 9) {
gameState.gameOver = true;
gameState.winner = "draw";
} else {
gameState.playerTurn = !gameState.playerTurn;
}
return gameState;
}
// Finds the index of the highest value in an array.
function findIndexOfMax(arr) {
var maxIndex = 0;
if (arr.length > 1) {
for (var i = 1; i < arr.length; i++){
if (arr[i] > arr[maxIndex]){
maxIndex = i;
}
}
}
return maxIndex;
}
// Finds the index of the lowest value in an array.
function findIndexOfMin(arr) {
var minIndex = 0;
if (arr.length > 1) {
for (var i = 1; i < arr.length; i++){
if (arr[i] < arr[minIndex]){
minIndex = i;
}
}
}
return minIndex;
}
// Used to check if the last played move has resulted in a win.
function checkWin(gameState) {
const numRows = 3;
const numCols = 3;
// Check for diagonal win right to left
if (gameState.board[0][0] === gameState.board[1][1] &&
gameState.board[1][1] === gameState.board[2][2] &&
gameState.board[0][0] !== null) {
// Right to left, top to bottom diagonal win
return true;
}
// Check for diagonal win left to right
if (gameState.board[0][2] === gameState.board[1][1] &&
gameState.board[1][1] === gameState.board[2][0] &&
gameState.board[0][2] !== null) {
// Left to right, top to bottom diagonal win
return true;
}
// Checking each row for a horizontal win
for (var row = 0; row < numRows; row++) {
if (gameState.board[row][0] === gameState.board[row][1] &&
gameState.board[row][1] === gameState.board[row][2] &&
gameState.board[row][0] !== null) {
// Horizontal win
return true;
}
}
// Checking each column for a vertical win
for (var col = 0; col < numCols; col++) {
if (gameState.board[0][col] === gameState.board[1][col] &&
gameState.board[1][col] === gameState.board[2][col] &&
gameState.board[0][col] !== null) {
// Vertical win
return true;
}
}
return false;
}
/**
// Pre-Minimax AI, randomly selecting a space on the board.
function aiGenerateRandomPlay() {
var randRow = Math.floor(Math.random() * 3);
var randCol = Math.floor(Math.random() * 3);
var validMove = spaceFree(randRow, randCol);
while (!validMove) {
randRow = Math.floor(Math.random() * 3);
randCol = Math.floor(Math.random() * 3);
validMove = spaceFree(randRow, randCol);
}
return [randRow, randCol];
}
*/
// Checking whether the last move made has triggered a win, and if so triggers a win animation.
function hasWon() {
const numRows = 3;
const numCols = 3;
// Check for diagonal win right to left
if (game.board[0][0] === game.board[1][1] &&
game.board[1][1] === game.board[2][2] &&
game.board[0][0] !== null) {
// Right to left, top to bottom diagonal win
console.log("Left to right, top to bottom diagonal win");
// Win animation
$("#c00").addClass("cell-win");
$("#c11").addClass("cell-win");
$("#c22").addClass("cell-win");
return true;
}
// Check for diagonal win left to right
if (game.board[0][2] === game.board[1][1] &&
game.board[1][1] === game.board[2][0] &&
game.board[0][2] !== null) {
// Left to right, top to bottom diagonal win
console.log("Right to left, top to bottom diagonal win");
// Win animation
$("#c02").addClass("cell-win");
$("#c11").addClass("cell-win");
$("#c20").addClass("cell-win");
return true;
}
// Checking each row for a horizontal win
for (var row = 0; row < numRows; row++) {
if (game.board[row][0] === game.board[row][1] &&
game.board[row][1] === game.board[row][2] &&
game.board[row][0] !== null) {
// Horizontal win
console.log("Horizontal win");
// Win animation
$("#c" + row + "0").addClass("cell-win");
$("#c" + row + "1").addClass("cell-win");
$("#c" + row + "2").addClass("cell-win");
return true;
}
}
// Checking each column for a vertical win
for (var col = 0; col < numCols; col++) {
if (game.board[0][col] === game.board[1][col] &&
game.board[1][col] === game.board[2][col] &&
game.board[0][col] !== null) {
// Vertical win
console.log("Vertical win");
// Win animation
$("#c0" + col).addClass("cell-win");
$("#c1" + col).addClass("cell-win");
$("#c2" + col).addClass("cell-win");
return true;
}
}
return false;
}
// Transitions the screen from the game grid to a game over menu.
function gameOver(winCase) {
$("#game-grid").hide();
$("#game-over").fadeIn(500);
if (winCase === game.playerMark) {
// Player wins
$("#game-end-heading").text("You have claimed victory.");
$("#game-end-subheading").text("May you bathe in tic-tac-toe glory.");
} else if (winCase === game.aiMark) {
// PC wins
$("#game-end-heading").text("Alas, the computer has claimed victory!");
$("#game-end-subheading").text("May they bathe their circuits in tic-tac-toe glory.");
} else {
// Draw
$("#game-end-heading").text("X and O, ancient enemies, have concluded their bout in a draw.");
$("#game-end-subheading").text("Perhaps their feud will be settled in another life, another dimension...");
}
}
$gameResetBtn.on('click', resetGame);
function resetGame() {
$("#game-over").hide();
$("#game-grid").hide();
$("#game-configuration").fadeIn(500);
$(".game-cell").empty();
$(".cell").removeClass("cell-selected");
$(".cell").removeClass("cell-win");
game.board = [
[null, null, null],
[null, null, null],
[null, null, null]
];
game.turnsPlayed = 0;
game.playerTurn = true;
}
Also see: Tab Triggers