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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.

            
              <div class="turns">
  <div id="p1">Player 1's Turn</div>
  <div id="p2">Player 2's Turn</div>
  <div id="c">Computer's Turn</div>
</div>
            
          
!
            
              body {
  background: #ada996;
  background: -webkit-linear-gradient(
    to right,
    #eaeaea,
    #dbdbdb,
    #f2f2f2,
    #ada996
  );
  background: linear-gradient(to right, #eaeaea, #dbdbdb, #f2f2f2, #ada996);
  text-align: center;
}

canvas {
  border: solid 3px white;
  -webkit-box-shadow: 31px 17px 5px 0px rgba(0, 0, 0, 0.75);
  -moz-box-shadow: 31px 17px 5px 0px rgba(0, 0, 0, 0.75);
  box-shadow: 31px 17px 5px 0px rgba(0, 0, 0, 0.75);
}

.turns * {
  position: fixed;
  bottom: 0%;
  text-orientation: sideways;
  font-family: 'Helvetica';
  font-size: 20px;
  padding: 10px;
  background: rgba(0, 0, 0, 0.5);
  color: white;
}
            
          
!
            
              let title = [];
let sounds = [];
let menu;
let game;
let font;

function preload() {
  $("#p1").hide();
  $("#p2").hide();
  $("#c").hide();
  // font = loadFont(
  //   "https://s3.amazonaws.com/aws-website-nuclearfallin-y1bb0/TypoWriter.otf"
  // );
  sounds[0] = new sound("https://s3.amazonaws.com/aws-website-nuclearfallin-y1bb0/Atmo_Conga_02.wav");
  sounds[1] = new sound("https://s3.amazonaws.com/aws-website-nuclearfallin-y1bb0/Sine_Whistle_01.wav");
}

function sound(src) {
    this.sound = document.createElement("audio");
    this.sound.src = src;
    this.sound.setAttribute("preload", "auto");
    this.sound.setAttribute("controls", "none");
    this.sound.style.display = "none";
    document.body.appendChild(this.sound);
    this.play = function(){
        this.sound.play();
    }
    this.stop = function(){
        this.sound.pause();
    }    
    this.rewind = function() {
        this.sound.currentTime = 0; 
    }
}

function setup() {
  createCanvas(500, 500);
  angleMode(DEGREES);
  const str = "Tic Tac Toe";
  for (let i = 0; i < str.length; i++) {
    title[i] = new TitleChar(str[i], i);
  }
  menu = new Menu();
  game = new Game();
}

function draw() {
  background(50);
  for (let i = 0; i < title.length; i++) {
    title[i].show();
  }
  $("#p1").hide();
  $("#p2").hide();
  $("#c").hide();
  if (menu.page === 3) {
    if (!game.winScreen) {
      displayer();
    }
    if (!firstGoChosen) {
      let coinToss = Math.random();
      if (menu.numOfPlayers === 1) {
        coinToss >= 0.5
          ? (game.computerPlaying = true)
          : (game.computerPlaying = false);
      } else {
        coinToss >= 0.5 ? (game.currentPlayer = 1) : (game.currentPlayer = 2);
      }
      firstGoChosen = true;
    }
    game.show();
  }
  if (title[title.length - 6].done) {
    menu.show();
  }
}

function displayer() {
  if (game.computerPlaying) {
    $("#c").show();
  } else if (game.currentPlayer === 1) {
    $("#p1").show();
  } else if (game.currentPlayer === 2) {
    $("#p2").show();
  }
}

function Game() {
  this.computerPlaying = false;
  this.computerThinking = 0;
  this.cPlayed = false;
  this.currentPlayer = 1;
  this.winScreen = false;
  this.winner = 0;
  this.board = () => {
    stroke(255);
    fill(10);
    rect(80, 100, 330, 330);
    stroke(120);
    line(190, 110, 190, 420);
    line(300, 110, 300, 420);
    line(90, 210, 400, 210);
    line(90, 320, 400, 320);
  };
  this.data = ["-", "-", "-", "-", "-", "-", "-", "-", "-"];
  this.reset = () => {
    this.data = ["-", "-", "-", "-", "-", "-", "-", "-", "-"];
    firstGoChosen = false;
  };
  this.buttons = () => {
    for (let i = 0; i < this.data.length; i++) {
      if (!this.computerPlaying) {
        let sx = (i % 3 + 1) * 110 - 30;
        let ex = sx + 110;
        let sy = Math.floor(i / 3) * 110 + 180 - 70;
        let ey = sy + 110;
        if (
          mouseX > sx &&
          mouseX < ex &&
          mouseY > sy &&
          mouseY < ey &&
          mouseIsPressed &&
          this.data[i] === "-"
        ) {
          sounds[1].play();
          if (this.currentPlayer === 1) {
            menu.player1isX ? (this.data[i] = "x") : (this.data[i] = "o");
            menu.numOfPlayers === 2
              ? (this.currentPlayer = 2)
              : (this.computerPlaying = true);
            this.computerThinking = 20;
          } else {
            menu.player1isX ? (this.data[i] = "o") : (this.data[i] = "x");
            this.currentPlayer = 1;
          }
        }
      }
    }
  };
  this.easy = () => {
    if (this.computerThinking > 0) {
      this.computerThinking--;
    } else {
      let choice = Math.floor(Math.random() * 9);
      if (this.data[choice] === "-") {
        menu.player1isX ? (this.data[choice] = "o") : (this.data[choice] = "x");
        this.computerPlaying = false;
      } else {
        this.easy();
      }
    }
  };
  this.hard = () => {
    if (this.computerThinking > 0) {
      this.computerThinking--;
    } else {
      this.cPlayed = false;
      this.lookForWin();
      let p1side = menu.player1isX ? "x" : "o";
      let compSide = menu.player1isX ? "o" : "x";
      let regP1 = p1side === "x" ? /x/g : /o/g;
      let regCp = p1side === "o" ? /x/g : /o/g;
      let corners = this.data[0] + this.data[2] + this.data[6] + this.data[8];
      let edges = this.data[1] + this.data[3] + this.data[5] + this.data[7];
      // If first go, go in corner
      if (this.data.join("").indexOf(p1side) === -1) {
        let numArr = [0, 2, 6, 8];
        this.data[numArr[Math.floor(Math.random() * 4)]] = compSide;
      } else if (
        // If one of the corners is taken and it's their first move, take the centre
        (corners.indexOf(p1side) > -1 &&
          this.data[4] === "-" &&
          !this.cPlayed) ||
        // OR if the opponents starting move is an edge - take the centre
        (this.data.join("").match(regP1) !== null &&
          this.data.join("").match(regP1).length === 1 &&
          this.data[4] === "-" &&
          !this.cPlayed &&
          edges.indexOf(p1side) > -1)
      ) {
        this.data[4] = compSide;
        console.log("1");
      } else if (
        this.data.join("").match(regP1) !== null &&
        this.data.join("").match(regP1).length === 1 &&
        this.data.join("").indexOf(p1side) === 4 &&
        this.data.join("").indexOf(compSide) === -1
      ) {
        // If center is taken and computer hasn't gone, go for a random corner
        console.log("2");
        let cornRnd = Math.floor(Math.random() * 4);
        switch (cornRnd) {
          case 0:
            this.data[0] = compSide;
            break;
          case 1:
            this.data[2] = compSide;
            break;
          case 2:
            this.data[6] = compSide;
            break;
          case 3:
            this.data[8] = compSide;
            break;
        }
        // Centre is taken and no obvious win for either side, go for a remaining corner
      } else if (
        this.data[4] === p1side &&
        corners.match(regP1) !== null &&
        corners.match(regCp) !== null &&
        corners.match(regP1).length === 1 &&
        corners.match(regCp).length === 1
      ) {
        console.log("3");
        let rnd4 = Math.floor(Math.random() * 4);
        while (corners[rnd4] !== "-") {
          rnd4 = Math.floor(Math.random() * 4);
        }
        let numArr = [0, 2, 6, 8];
        this.data[numArr[rnd4]] = compSide;
      } else if (
        // If one or more corners has player1's mark and the computer's already taken the centre and edges have a space
        corners.indexOf(p1side) > -1 &&
        this.data[4] === compSide &&
        edges.indexOf("-") > -1 &&
        !this.cPlayed
      ) {
        console.log("4");
        let rnd4 = Math.floor(Math.random() * 4);
        while (edges[rnd4] !== "-") {
          rnd4 = Math.floor(Math.random() * 4);
        }
        let numArr = [1, 3, 5, 7];
        this.data[numArr[rnd4]] = compSide;
      } else if (
        edges.match(regP1) !== null &&
        edges.match(regP1).length === 2 &&
        !this.cPlayed &&
        this.data.join("").match(regP1) !== null &&
        this.data.join("").match(regP1).length === 2
      ) {
        console.log("5");
        // If opponent has played twice; Two edges (not opposite - picked up by lookForWin function) have been played by opponent, fill in between them to stop them guaranteeing a win
        if (this.data[1] === p1side) {
          this.data[3] === p1side
            ? (this.data[0] = compSide)
            : (this.data[2] = compSide);
        } else {
          this.data[3] === p1side
            ? (this.data[6] = compSide)
            : (this.data[8] = compSide);
        }
      } else if (!this.cPlayed) {
        console.log("6");
        this.easy();
      }
      this.computerPlaying = false;
    }
  };
  this.lookForWin = () => {
    let compSide = menu.player1isX ? "o" : "x";
    let xClose = /xx-|x-x|-xx/g;
    let oClose = /oo-|o-o|-oo/g;
    let compReg = compSide === "x" ? xClose : oClose;
    let pReg = compSide === "x" ? oClose : xClose;
    let goLook = reg => {
      for (let i = 0; i < 3; i++) {
        // Horizontal possibilities
        let horizontal =
          this.data[i * 3] + this.data[i * 3 + 1] + this.data[i * 3 + 2];
        if (reg.test(horizontal)) {
          this.data[i * 3 + horizontal.indexOf("-")] = compSide;
          return false;
        }
        // Vertical possibilities
        let vertical = this.data[i] + this.data[i + 3] + this.data[i + 6];
        if (reg.test(vertical)) {
          this.data[i + vertical.indexOf("-") * 3] = compSide;
          return false;
        }
      }
      let diag1 = this.data[0] + this.data[4] + this.data[8];
      if (reg.test(diag1)) {
        this.data[diag1.indexOf("-") * 4] = compSide;
        return false;
      }
      let diag2 = this.data[2] + this.data[4] + this.data[6];
      if (reg.test(diag2)) {
        this.data[diag2.indexOf("-") * 2 + 2] = compSide;
        return false;
      }
      return true;
    };
    if (goLook(compReg)) {
      if (!goLook(pReg)) {
        this.cPlayed = true;
      }
    } else {
      this.cPlayed = true;
    }
  };
  this.check = () => {
    // Tie if board complete, and not overridden by code below
    if (!/\-/.test(this.data.join(""))) {
      this.wins("tie");
    }
    for (let i = 0; i < 3; i++) {
      // Horizontal possibilities
      if (
        this.data[i * 3] !== "-" &&
        this.data[i * 3] === this.data[i * 3 + 1] &&
        this.data[i * 3 + 1] === this.data[i * 3 + 2]
      ) {
        this.wins(this.data[i * 3]);
      }
      // Vertical possibilities
      if (
        this.data[i] !== "-" &&
        this.data[i] === this.data[i + 3] &&
        this.data[i + 3] === this.data[i + 6]
      ) {
        this.wins(this.data[i]);
      }
    }
    // Diagonal possibilities
    if (
      this.data[0] !== "-" &&
      this.data[0] === this.data[4] &&
      this.data[4] === this.data[8]
    ) {
      this.wins(this.data[4]);
    }
    if (
      this.data[2] !== "-" &&
      this.data[2] === this.data[4] &&
      this.data[4] === this.data[6]
    ) {
      this.wins(this.data[4]);
    }
  };
  this.wins = sym => {
    if (sym === "x") {
      menu.player1isX ? (this.winner = 1) : (this.winner = 2);
    } else if (sym === "o") {
      menu.player1isX ? (this.winner = 2) : (this.winner = 1);
    } else {
      this.winner = 0;
    }
    this.winScreen = true;
  };
  this.mark = () => {
    for (let i = 0; i < this.data.length; i++) {
      textSize(70);
      fill(255);
      if (this.data[i] === "x") {
        text("X", (i % 3 + 1) * 110, Math.floor(i / 3) * 110 + 180);
      } else if (this.data[i] === "o") {
        text("O", (i % 3 + 1) * 110, Math.floor(i / 3) * 110 + 180);
      }
    }
  };
  this.show = () => {
    if (this.winScreen) {
      if (this.winner === 3) {
        textSize(50);
        fill(255);
        text("Computer Wins", 40, 250);
      } else if (this.winner === 1) {
        textSize(50);
        fill(255);
        text("Player 1 Wins", 40, 250);
      } else if (this.winner === 2) {
        textSize(50);
        fill(255);
        text("Player 2 Wins", 40, 250);
      } else {
        textSize(50);
        fill(255);
        text("It's A Tie", 110, 250);
      }
    } else {
      this.board();
      this.mark();
      this.buttons();
      this.check();
      if (this.computerPlaying) {
        menu.easy ? this.easy() : this.hard();
      }
    }
  };
}

function TitleChar(c, ind) {
  this.chr = c;
  this.yOff = 30;
  this.xOff = 40;
  this.ind = ind;
  this.ang = this.ind * 28;
  this.speed = 5;
  this.rotSpeed = 4;
  this.size = 1;
  this.y = this.ind * this.yOff + 500;
  this.done = false;
  this.show = () => {
    textSize(this.size);
    textFont('Courier New');
    push();
    translate(this.ind * this.xOff + 30, this.y);
    rotate(this.ang);
    fill(0);
    text(this.chr, 10, 2);
    fill(255);
    text(this.chr, 0, 0);
    pop();
    if (this.y > 60) {
      this.y -= this.speed;
      this.ang -= this.rotSpeed;
    } else if (Math.abs(this.ang) % 360 !== 0) {
      this.ang--;
    } else {
      this.done = true;
    }
    if (this.size < 60) {
      this.size++;
    }
  };
}

function Menu() {
  this.underline = 0;
  this.hidden = 255;
  this.page = 0;
  this.transitioning = false;
  this.targetPage = 0;
  this.numOfPlayers = 1;
  this.player1isX = true;
  this.easy = true;
  this.show = () => {
    // Underline title
    noStroke();
    fill(0);
    rect(50, 72, this.underline, 10);
    fill(255);
    rect(40, 70, this.underline, 10);
    if (this.underline < 430) {
      this.underline += 5;
    }
    cursor(ARROW);
    strokeWeight(5);
    // Page 0 - One or Two Player
    if (this.page === 0) {
      textSize(24);
      // one player button
      if (mouseX > 150 && mouseX < 350 && mouseY > 150 && mouseY < 250) {
        cursor(HAND);
        stroke(252);
        fill(120);
        rect(150, 150, 200, 100, 10);
        noStroke();
        fill(255);
        text("One Player", 175, 210);
        if (mouseIsPressed) {
          this.transitioning = true;
          this.targetPage = 1;
          this.numOfPlayers = 1;
          game.currentPlayer = 1;
          firstGoChosen = false;
        }
      } else {
        stroke(152);
        fill(86);
        rect(150, 150, 200, 100, 10);
        noStroke();
        fill(0);
        text("One Player", 175, 210);
      }
      // two player button
      if (mouseX > 150 && mouseX < 350 && mouseY > 300 && mouseY < 400) {
        cursor(HAND);
        stroke(252);
        fill(120);
        rect(150, 300, 200, 100, 10);
        noStroke();
        fill(255);
        text("Two Player", 175, 360);
        if (mouseIsPressed) {
          this.transitioning = true;
          this.targetPage = 1;
          this.numOfPlayers = 2;
          game.computerPlaying = false;
          firstGoChosen = false;
        }
      } else {
        stroke(152);
        fill(86);
        rect(150, 300, 200, 100, 10);
        noStroke();
        fill(0);
        text("Two Player", 175, 360);
      }
    }
    // Page 1 - One player, choose X or O
    if (this.page === 1) {
      textSize(30);
      text("Player 1 choose:", 100, 200);
      // X
      if (mouseX > 100 && mouseX < 200 && mouseY > 250 && mouseY < 350) {
        cursor(HAND);
        stroke(252);
        fill(120);
        rect(100, 250, 100, 100, 10);
        noStroke();
        fill(255);
        textSize(50);
        text("X", 133, 315);
        if (mouseIsPressed) {
          this.player1isX = true;
          this.transitioning = true;
          this.targetPage = 2;
        }
      } else {
        stroke(152);
        fill(86);
        rect(100, 250, 100, 100, 10);
        noStroke();
        fill(0);
        textSize(50);
        text("X", 133, 315);
      }
      // O
      if (mouseX > 300 && mouseX < 400 && mouseY > 250 && mouseY < 350) {
        cursor(HAND);
        stroke(252);
        fill(120);
        rect(300, 250, 100, 100, 10);
        noStroke();
        fill(255);
        textSize(50);
        text("O", 333, 315);
        if (mouseIsPressed) {
          this.player1isX = false;
          this.transitioning = true;
          this.targetPage = 2;
        }
      } else {
        stroke(152);
        fill(86);
        rect(300, 250, 100, 100, 10);
        noStroke();
        fill(0);
        textSize(50);
        text("O", 333, 315);
      }
    }
    // Page 2 - Easy or Hard, skip if two player
    if (this.page === 2) {
      if (this.numOfPlayers === 2) {
        this.page = 3;
      } else {
        textSize(30);
        text("Choose difficulty", 100, 120);
        // Easy
        if (mouseX > 150 && mouseX < 350 && mouseY > 150 && mouseY < 250) {
          cursor(HAND);
          stroke(252);
          fill(120);
          rect(150, 150, 200, 100, 10);
          noStroke();
          fill(255);
          text("Easy", 210, 210);
          if (mouseIsPressed) {
            this.easy = true;
            this.transitioning = true;
            this.targetPage = 3;
          }
        } else {
          stroke(152);
          fill(86);
          rect(150, 150, 200, 100, 10);
          noStroke();
          fill(0);
          text("Easy", 210, 210);
        }
        // Hard
        if (mouseX > 150 && mouseX < 350 && mouseY > 300 && mouseY < 450) {
          cursor(HAND);
          stroke(252);
          fill(120);
          rect(150, 300, 200, 100, 10);
          noStroke();
          fill(255);
          text("Hard", 210, 360);
          if (mouseIsPressed) {
            this.easy = false;
            this.transitioning = true;
            this.targetPage = 3;
          }
        } else {
          stroke(152);
          fill(86);
          rect(150, 300, 200, 100, 10);
          noStroke();
          fill(0);
          text("Hard", 210, 360);
        }
      }
    }
    // Page 3 - main game, reset button
    if (this.page === 3) {
      if (mouseX > 150 && mouseX < 350 && mouseY > 450 && mouseY < 490) {
        cursor(HAND);
        stroke(252);
        fill(120);
        rect(150, 450, 200, 40, 10);
        noStroke();
        textSize(20);
        fill(255);
        text("Reset", 215, 480);
        if (mouseIsPressed) {
          this.transitioning = true;
          this.targetPage = 0;
          game.reset();
        }
      } else {
        stroke(152);
        fill(86);
        rect(150, 450, 200, 40, 10);
        noStroke();
        textSize(20);
        fill(0);
        text("Reset", 215, 480);
      }
    }
    // Hiding box
    noStroke();
    fill(50, this.hidden);
    rect(5, 85, 490, 410);
    if (this.transitioning) {
      this.hidden += 5;
      if (this.hidden >= 250) {
        this.transitioning = false;
        this.page = this.targetPage;
        game.winScreen = false;
      }
    } else if (this.hidden > 0) {
      this.hidden -= 5;
    }
  };
}

            
          
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