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HTML

              
                  <div class="game-container">
    <div class="score-container">
      <div class="score-board">
        black
        <div class="score-black">2</div>
      </div>
        <div class="result"></div>
      <div class="score-board">
        white
        <div class="score-white">2</div>
      </div>
    </div>
    <div class="tile-container">
    </div>
  </div>
              
            
!

CSS

              
                * {
  margin: 0;
  padding: 0;
}

body {
  font-family: "Arial", "Helvetica";
}

.game-container {
  position: static;
  display: block;
  margin: 10px auto;
}

.tile-container {
  margin: auto;
  position: absolute;
  border: solid 1px #477757;
}

.tile-background {
  background-color: #42b964;
  width: 60px;
  height: 60px;
  border: solid 1px #376747;
  position: absolute;
}

.dot {
  border-radius: 50%;
  width: 10px;
  height: 10px;
  position: absolute;
  background-color: #175727;
}

.black-piece, .white-piece {
  width: 50px;
  height: 50px;
  margin: 5px;
  border-radius: 50%;
  border: solid 1px #477757;
}

.white-piece {
  background-color: white;
}

.black-piece {
  background-color: black;
}

.score-board {
  display: inline-block;
  margin: 10px auto;
  width: 75px;
  border: solid 1px #175727;
  padding: 5px;
  text-align: center;
}

.score-container {
  display: flex;
  flex-direction: row;
}

.result {
  font-size: 20px;
  font-weight: bold;
  margin: 23px;
}

              
            
!

JS

              
                var gameArea,
    dim = 8,
    tileWidth = 62,
    game;

$(function () {
  gameArea = $(".tile-container");
  gameArea.css("width", dim * tileWidth + "px");
  gameArea.css("height", dim * tileWidth + "px");
  $(".game-container").css("width", dim * tileWidth + "px");
  game = new Othello;
});

// constructor sets the board and model
function Othello () {
  this.computer = -1;
  this.turn = -1;
  this.whiteScore = 2;
  this.blackScore = 2;
  this.state = new Array(dim);
  this.badMoves = [
    {i: 1, j: 1},
    {i: 6, j: 6},
    {i: 1, j: 6},
    {i: 6, j: 1}
  ];
  this.preferedMoves = [
    {i: 0, j: 0},
    {i: 7, j: 7},
    {i: 0, j: 7},
    {i: 7, j: 0}
  ]
/*    {i: 0, j: 1},
    {i: 1, j: 0},
    {i: 0,  j: 6},
    {i: 1, j: 7},
    {i: 6, j: 0},
    {i: 7, j: 1},
    {i: 7, j: 6},
    {i: 6, j: 7}*/
  for (var i = 0; i < dim; i++) {
    this.state[i] = new Array(dim);
    for (var j = 0; j < dim; j++) {
      this.state[i][j] = new Tile(i, j);
    }
  }
  // Add dots
  for (var i = 2; i < 7; i += 4) {
    for (var j = 2; j < 7; j += 4) {
      var dot = $('<div>', {
        class: "dot"
      });
      dot.css("top", i * tileWidth - 5 + "px");
      dot.css("left", j * tileWidth - 5 + "px");
      gameArea.append(dot);
    }
  }
  // Add 4 starting pieces
  // i = 3, j = 3
  this.state[3][3].setTileBlack();
  // i = 4, j = 4
  this.state[4][4].setTileBlack();
  // i = 3, j = 4
  this.state[3][4].setTileWhite();
  // i = 4, j = 3
  this.state[4][3].setTileWhite();

  if (this.turn == this.computer)
    this.computerMove();
}

Othello.prototype.isValidMove = function (i, j, state, turn) {
  if (state == undefined)
    state = this.state;
  if (turn == undefined)
    turn = this.turn;
  i = parseInt(i);
  j = parseInt(j);
  if (state[i][j].value != 0)
    return false;

  var count;
  for (var k = -1; k < 2; k++) {
    for (var l = -1; l < 2;l++) {
      count = 1;
      while (withinBounds(i + count * k, j + count * l)) {
        if (state[i + count * k][j + count * l].value == -1 * turn) {
          count++;
        } else
          break;
      }
      if (withinBounds(i + count * k, j + count * l)) {
        if (count > 1 & state[i + count * k][j + count * l].value == turn)
          return true;
      }
    }
  }

  return false;
}

function withinBounds (i, j) {
  return i >= 0 & j >= 0 & i < dim & j < dim
}

Othello.prototype.makeMove = function (i, j) {
  i = parseInt(i);
  j = parseInt(j);

  var count;
  for (var k = -1; k < 2; k++) {
    for (var l = -1; l < 2;l++) {
      count = 1;
      while (withinBounds(i + count * k, j + count * l)) {
        if (this.state[i + count * k][j + count * l].value == -1 * this.turn) {
          count++;
        } else
          break;
      }
      if (withinBounds(i + count * k, j + count * l)) {
        if (count > 1 & this.state[i + count * k][j + count * l].value == this.turn) {
          count = 1;
          while (this.state[i + count * k][j + count * l].value == -1 * this.turn) {
            this.setColor(i + count * k, j + count * l, 1);
            count++;
          }
        }
      }
    }
  }

  this.setColor(i, j, 0);
  this.turn *= -1;

  var moves = this.movesAvailable();
  console.log(moves.length);
  if (moves.length == 0) {
    console.log("no moves");
    this.turn *= -1;
    moves = this.movesAvailable();
    if (moves.length == 0) {
      console.log("no moves for opponent");
      this.gameOver();
      return;
    }
  }

  if (this.turn == this.computer) {
    setTimeout(function(){
      game.computerMove();
    },500);
  }
}

Othello.prototype.gameOver = function () {
  if (this.blackScore > this.whiteScore)
    $(".result").text("Black Wins!");
  else if (this.blackScore < this.whiteScore)
    $(".result").text("White Wins!");
  else
    $(".result").text("Draw!");
}

Othello.prototype.movesAvailable = function (state, turn) {
  if (state == undefined)
    state = this.state;
  if (turn == undefined)
    turn = this.turn;
  var moves = [];
  for (var i = 0; i < dim; i++) {
    for (var j = 0; j < dim; j++) {
      if (this.isValidMove(i, j, state, turn)) {
        moves.push({i: i, j: j, enemyMoves: -1, disaster: false});
      }
    }
  }

  return moves;
}

Othello.prototype.setColor = function (i, j, flip) {
  if (this.turn > 0) {
    this.state[i][j].setTileWhite();
    this.whiteScore++;
    if (flip)
      this.blackScore--;
  } else if (this.turn < 0) {
    this.state[i][j].setTileBlack();
    this.blackScore++;
    if (flip)
      this.whiteScore--;
  }
  $(".score-black").text(this.blackScore);
  $(".score-white").text(this.whiteScore);
}


Othello.prototype.computerMove = function () {
  var moves = this.movesAvailable(),
      enemy = -1 * this.turn,
      model,
      count;
  // simulate each move and count the moves available to the other person
  for (var k = 0; k < moves.length; k++) {
    model = copyBoard(this.state);
    makeFakeMove(model, this.turn, moves[k].i, moves[k].j);
    var opponentMoves = this.movesAvailable(model, enemy);
    var modelNext,
        movesNext,
        minMoves = 64;
    // make all possible enemy moves
    for (var l = 0; l < opponentMoves.length; l++) {
      modelNext = copyBoard(model);
      // make the move
      makeFakeMove(modelNext, enemy, opponentMoves[l].i, opponentMoves[l].j);
      // count how many of my own moves I get
      movesNext  = this.movesAvailable(modelNext, this.turn);
      // find who has minimum
      minMoves = 64;
      count = movesNext.length;
      for (var m = 0; m < movesNext.length; m++) {
        if (this.checkBadMove(movesNext[m].i, movesNext[m].j))
          count = count - 2;
        if (this.checkPreferedMove(movesNext[m].i, movesNext[m].j))
          count += 10;
      }
      if (minMoves > count)
        minMoves = count;
      if (this.checkPreferedMove(opponentMoves[l].i, opponentMoves[l].j))
        moves[k].disaster = true;
    }
    moves[k].enemyMoves = minMoves;
  }

  moves.sort(moveSort)
  //console.log(moves);

  for (var k = 0; k < moves.length; k++) {
    if (this.checkPreferedMove(moves[k].i, moves[k].j)) {
      this.makeMove(moves[k].i, moves[k].j);
      return;
    }
  }

  // Must check for bad moves
  for (count = 0; count < (moves.length - 1); count++) {
    if (!moves[count].disaster & !this.checkBadMove(moves[count].i, moves[count].j))
      break;
  }

  this.makeMove(moves[count].i, moves[count].j);
}

Othello.prototype.checkBadMove = function (i, j) {
  for (var k = 0; k < this.badMoves.length; k++) {
    if (this.badMoves[k].i == i & this.badMoves[k].j == j)
      return true;
  }
  return false;
}

Othello.prototype.checkPreferedMove = function (i, j ) {
  for (var k = 0; k < this.preferedMoves.length; k++) {
    if (this.preferedMoves[k].i == i & this.preferedMoves[k].j == j)
      return true;
  }
  return false;
}

function moveSort (a, b) {
  if (a.enemyMoves < b.enemyMoves)
    return 1;
  else if (a.enemyMoves > b.enemyMoves)
    return -1;
  else {
    if (a.i < b.i)
      return -1;
    if (a.i > b.i)
      return 1;
    else {
      if (a.j < b.j)
        return -1;
      if (a.j > b.j)
        return 1;
      else
        return 0;
    }
  }
}

function makeFakeMove (state, turn, i, j) {
  var count;
  for (var k = -1; k < 2; k++) {
    for (var l = -1; l < 2;l++) {
      count = 1;
      while (withinBounds(i + count * k, j + count * l)) {
        if (state[i + count * k][j + count * l].value == -1 * turn) {
          count++;
        } else
          break;
      }
      if (withinBounds(i + count * k, j + count * l)) {
        if (count > 1 & state[i + count * k][j + count * l].value == turn) {
          count = 1;
          while (state[i + count * k][j + count * l].value == -1 * turn) {
            state[i + count * k][j + count * l].value = turn;
            count++;
          }
        }
      }
    }
  }

  state[i][j].value = turn;
}

function copyBoard (state) {
  var model = new Array(dim);
  for (var i = 0; i < dim; i++) {
    model[i] = new Array(dim);
    for (var j = 0; j < dim; j++) {
      model[i][j] = {value: state[i][j].value};
    }
  }
  return model;
}

function Tile (i, j) {
  this.value = 0;
  this.i = i;
  this.j = j;
  this.view = createTile(i, j);
}

// 1: White
// -1: Black
// 0: Empty

Tile.prototype.setTileBlack = function () {
  if (this.value == 1)
    this.view.removeClass("white-piece")
  this.value = -1;
  this.view.addClass("black-piece");
}

Tile.prototype.setTileWhite = function () {
  if (this.value == -1)
    this.view.removeClass("black-piece")
  this.value = 1;
  this.view.addClass("white-piece");
}

function createTile (i, j) {
  var tileBg = $('<div>', {
    class: "tile-background",
    i: i,
    j: j
  });
  tileBg.css("top", i * tileWidth + "px");
  tileBg.css("left", j * tileWidth + "px");
  tileBg.on('click', function () {
    if (game.isValidMove($(this).attr("i"), $(this).attr("j")))
      game.makeMove($(this).attr("i"), $(this).attr("j"));
  });
  tileBg.mouseenter(function () {
    if (game.isValidMove($(this).attr("i"), $(this).attr("j")))
      tileBg.css("background-color", "#62e984");
  }).mouseleave(function () {
    tileBg.css("background-color", "#42b964");
  });

  var tile = $('<div>', {
    class: "tile",
  });
  tileBg.append(tile);
  gameArea.append(tileBg);
  return tile;
}

              
            
!
999px

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