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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

HTML

            
              <div id="root"></div>
            
          
!

CSS

            
              * {
  box-sizing: border-box;
  font-family: 'Baloo', cursive;
}

html, body {
  min-height: 100%;
  height: 100%;
  margin: 0;
  padding: 0;
  font-family: 'Baloo', cursive;
}

body {
  display: flex;
  justify-content: center;
  align-items: center;
}

button {
  cursor: pointer;
  border: 1px solid black;
  padding: 5px 10px;
}

button:hover {
  background-color: white;
}

[disabled] {
  pointer-events: none;
}

.menu {
  background-color: rgba(200, 200, 200, 0.8);
  border-radius: 4px;
  padding: 24px;
  border: 1px solid  black;
}

.menu h1 {
  margin: 0;
  margin-bottom: 10px;
}

.menu-buttons {
  display: flex;
  justify-content: center;
}

.menu-buttons button {
  font-weight: bold;
  font-size: 1.2em;
}

.menu-buttons button:first-child {
  margin-right: 10px;
}

.board {
  display: flex;
  flex-wrap: wrap;
  width: 300px;
}

.reset-button {
  position: relative;
  left: 50%;
  transform: translateX(-50%);
  margin-top: 10px;
  padding: 5px 10px;
  font-size: 1.2em;
}

.field {
  position: relative;
  background-color: #ccc;
  width: 100px;
  height: 100px;
  border: 1px solid black;
  text-align: center;
  line-height: 100px;
  font-size: 2em;
  font-weight: bold;
}

.field:not([disabled]):hover::after {
  content: " ";
  background-color: rgba(255, 255, 255, 0.3);
  position: absolute;
  top: 0;
  left: 0;
  right: 0;
  bottom: 0;
  cursor: pointer;
}

.endModalOverlay {
  position: fixed;
  top: 0;
  left: 0;
  width: 100vw;
  height: 100vh;
  background-color: rgba(0, 0, 0, 0.3);
  z-index: 50;
}

.endModal {
  position: absolute;
  top: 50%;
  left: 50%;
  transform: translate(-50%, -50%);
  background-color: rgba(200, 200, 200, 0.9);
  padding: 30px;
  line-height: 40px;
  border-radius: 4px;
  border: 1px solid black;
  z-index: 100;
}

.endModal .modal-buttons {
  display: flex;
  justify-content: center;
}

.endModal .modal-buttons button {
  outline: none;
  width: 200px;
  font-size: 1.2em;
}

.endModal .modal-buttons button:hover {
  background-color: white;
}

.endModal h2 {
  font-size: 2em;
  margin: 0;
  margin-bottom: 20px;
}
            
          
!

JS

            
              const { PropTypes } = React
const { render } = ReactDOM
const { createStore, applyMiddleware } = Redux
const { Provider, connect } = ReactRedux
const thunk = ReduxThunk.default

const TOKEN_X = "X"
const TOKEN_O = "O"

const nextToken = (t) => t === TOKEN_X ? TOKEN_O : TOKEN_X

/* ---- UTILITY ---- */

const isBoardFull = (board) => board.every(r => r.every(c => c))

const calculateWin = (token, board, winCombo) => {
  const numToField = n => ({ x: n % 3, y: Math.floor(n / 3) })
  return Boolean(winCombo.find(combo => 
    combo.every(field => {
      const coords = numToField(field)
      return board[coords.y][coords.x] === token
    })
  ))
}

const calculateComputerTurn = (token, board, winCombo) => {
  const freeFields = (b) => b.reduce((p, c, y) =>
                                     c.forEach((f, x) => {
                                              if(!f) p.push({x, y}) }) || p
                                     , [])
  
  
  let result
  
  const miniMax = (playerToken, deep = 0) => {
    const fields = freeFields(board)
    const loose = calculateWin(nextToken(playerToken), board, winCombo)
    const win = calculateWin(playerToken, board, winCombo)
    if(!fields.length || loose || win)
      return loose ? -1 : (win ? 1 : 0)
    let maxVal = -Number.MAX_SAFE_INTEGER
    fields.forEach(({x, y}) => {
      board[y][x] = playerToken
      const minVal = -miniMax(nextToken(playerToken), deep-1)
      board[y][x] = null
      if(minVal > maxVal) {
        maxVal = minVal
        if(deep === 0)
          result = {x, y}
      }
    })
    return maxVal
  }
  
  miniMax(token)
  return result
}

/* ---- ACTIONS ---- */
const CHOOSE_PLAYER = 'CHOOSE_PLAYER'
const SET_STONE = 'SET_STONE'
const RESET_GAME = 'RESET_GAME'
const FULL_RESET = 'FULL_RESET'

const setPlayerToken = (token) => {
  return {
    type: CHOOSE_PLAYER,
    token
  }
}

const resetGame = () => {
  return {
    type: RESET_GAME
  }
}

const fullReset = () => {
  return {
    type: FULL_RESET
  }
}

const setStone = (token, x, y) => {
  return {
    type: SET_STONE, x, y, token
  }
}

/* ---- ACTION CREATORS ---- */
const setComputerStone = (random) => {
  return (dispatch, getState) => {
    const boardState = getState().boardState
    const computerToken = nextToken(getState().playerToken)
    let coords
    if(random) {
      const positions = [0, 2, 4, 6, 8]
      const posIndex = Math.floor(Math.random() * 5)
      const position = positions[posIndex]
      coords = { x: position % 3, y: Math.floor(position / 3) }
    } else
      coords = calculateComputerTurn(computerToken, boardState.board, boardState.winCombinations)
    if(coords)
      dispatch(setStone(computerToken, coords.x, coords.y))
  }
}

const setStoneAction = (token, x, y) => {
  return (dispatch, getState) => {
    let state = getState()
    
    if(state.boardState.board[y][x]) return
    
    dispatch(setStone(token, x, y))
    
    // Get new state
    state = getState()
    const isWin = calculateWin(state.playerToken, state.boardState.board, state.boardState.winCombinations)
    
    if(isBoardFull(state.boardState.board) || isWin) return
    
    setTimeout(() => { dispatch(setComputerStone()) }, 1000)
  }
}

const resetGameAction = () => {
  return (dispatch, getState) => {
    dispatch(resetGame())
    if(!getState().boardState.playerActive)
      dispatch(setComputerStone(true))
  }
}

const chooseToken = (token) => {
  return (dispatch, getState) => {
    dispatch(setPlayerToken(token))
    dispatch(resetGameAction())
  }
}

/* ---- REDUCERS ---- */
const initialState = {
  inMenu: true,
  playerToken: TOKEN_X,
  tokenOfWinPlayer: null,
  boardState: {
    winCombinations: [
      [0, 1, 2],
      [3, 4, 5],
      [6, 7, 8],
      [0, 3, 6],
      [1, 4, 7],
      [2, 5, 8],
      [0, 4, 8],
      [2, 4, 6]
    ],
    playerActive: true,
    board: [
      [null, null, null],
      [null, null, null],
      [null, null, null]
    ]
  }
}

function ticTacToe(state = initialState, action) {
  switch(action.type) {
    case FULL_RESET:
      return Object.assign({}, initialState)
    case RESET_GAME:
      return Object.assign({}, state, {
        tokenOfWinPlayer: null,
        boardState: Object.assign({}, state.boardState, {
          board: initialState.boardState.board,
          playerActive: Boolean(Math.floor(Math.random() * 2))
        })
      })
    case CHOOSE_PLAYER:
      return Object.assign({}, state, 
        { 
          inMenu: false,
          playerToken: action.token
        })
    case SET_STONE:
      if(state.boardState.board[action.y][action.x]) return state

      const newBoard = [...state.boardState.board.map(r => [...r])]
      newBoard[action.y][action.x] = action.token
      
      return Object.assign({}, state,
        {
          boardState: Object.assign({}, state.boardState, {
            board: newBoard,
            playerActive: !state.boardState.playerActive
          })
        })
    default:
      return state
  }
}

/* ---- MENU ---- */

let Menu = ({onPlayerChoice}) => (
  <div className="menu">
    <h1>Choose your player</h1>
    <div className="menu-buttons">
      <button onClick={() => onPlayerChoice(TOKEN_X)}>{TOKEN_X}</button>
      <button onClick={() => onPlayerChoice(TOKEN_O)}>{TOKEN_O}</button>
    </div>
  </div>
)

const mapDispatchToProps = (dispatch) => {
  return {
    onPlayerChoice: (choice) =>
      dispatch(chooseToken(choice))
  }
}

Menu.propTypes = {
  onPlayerChoice: PropTypes.func.isRequired
}

Menu = connect(s => s, mapDispatchToProps)(Menu)

/* ---- PLAYFIELD ---- */

let PlayField = ({playerToken, winToken, gameEnd, playerActive, board, onFieldClick, onResetClick}) => {
  const canPlay = field => playerActive && !field
  const click = playerActive ? onFieldClick.bind(null, playerToken) : () => {}
  const fullResetClick = () => onResetClick(true)
  
  let endMsg = playerToken === winToken ? "You won!" : "You lost!"
  if(!winToken) endMsg = "Its a draw!"
  
  const endDisplay = <div className="endModalOverlay">
            <div className="endModal">
              <h2>{endMsg}</h2>
              <div className="modal-buttons">
                <button onClick={fullResetClick}>Play again</button>
              </div>
            </div>
          </div>
        
  return <div className="game">
      <div className="board">
        {
          board.map((row, y) =>
               row.map((field, x) =>
                <div className="field" disabled={!canPlay(field)} onClick={() => click(x, y)}>{field}</div>))
        }
      </div>
      { gameEnd ? endDisplay : '' }
      <button disabled={!playerActive} 
        className="reset-button" onClick={() => onResetClick()}>Reset</button>
    </div>
}

const mapPlayFieldStateToProps = (state) => {
  const playerWon = calculateWin(state.playerToken, state.boardState.board, state.boardState.winCombinations)
  const computerWon = calculateWin(nextToken(state.playerToken), state.boardState.board, state.boardState.winCombinations)
  const gameEnd = isBoardFull(state.boardState.board) || playerWon || computerWon
  
  let winToken = null
  if(playerWon) winToken = state.playerToken
  else if(computerWon) winToken = nextToken(state.playerToken)
  
  return Object.assign({}, state.boardState, {
    playerToken: state.playerToken,
    winToken,
    gameEnd
  })
}

const mapPlayFieldDispatchToProps = (dispatch) => {
  return {
    onFieldClick: (token, x, y) => {
      dispatch(setStoneAction(token, x, y))
    },
    onResetClick: (full) => {
      if(full)
        dispatch(fullReset())
      else
        dispatch(resetGameAction())
    }
  }
}

PlayField.propTypes = {
  playerActive: PropTypes.bool.isRequired,
  onFieldClick: PropTypes.func.isRequired,
  onResetClick: PropTypes.func.isRequired
}

PlayField = connect(
  mapPlayFieldStateToProps,
  mapPlayFieldDispatchToProps)(PlayField)

/* ---- TICTACTOE ---- */
let TicTacToe = ({inMenu}) => {
  const main = inMenu ? <Menu /> : <PlayField />
  return <div>{main}</div>
}

TicTacToe.propTypes = {
  inMenu: PropTypes.bool.isRequired
}

TicTacToe = connect(state => state)(TicTacToe)

/* ---- RENDER ---- */
let store = createStore(ticTacToe, applyMiddleware(thunk))

render(
  <Provider store={store}>
    <TicTacToe />
  </Provider>,
  document.getElementById('root')
)
            
          
!
999px

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