cssAudio - Activefile-genericCSS - ActiveGeneric - ActiveHTML - ActiveImage - ActiveJS - ActiveSVG - ActiveText - Activefile-genericVideo - ActiveLovehtmlicon-new-collectionicon-personicon-teamlog-outoctocatpop-outspinnerstartv

Pen Settings

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

Looking for quick-add? Try the external resource search, it's quicker and gives you access to the most recent version of thousands of libraries. ☝️

You're using npm packages, so we've auto-selected Babel for you here, which we require to process imports and make it all work. If you need to use a different JavaScript preprocessor, remove the packages in the npm tab.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Looking for quick-add? Try the external resource search, it's quicker and gives you access to the most recent version of thousands of libraries. ☝️

Use npm Packages

We can make npm packages available for you to use in your JavaScript. We use webpack to prepare them and make them available to import. We'll also process your JavaScript with Babel.

⚠️ This feature can only be used by logged in users.

Code Indentation

     

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

            
              <div id="game-wrapper">
    <h1 class="title">ReactJS Slide Puzzle</h1>
    <div id="game-container"></div>
</div>
            
          
!
            
              #game-wrapper {
    margin: 40px auto;
    width: 500px;
    text-align: center;
    font-family: Consolas, Monaco, 'Andale Mono', monospace;
}

#game-board, #game-board * {
    box-sizing: border-box;
}

#game-board {
    display: inline-block;
    width: 304px;
    height: 304px;
    padding: 0;
    margin: 0;
    border: 2px solid black;
}

.tile,
.button {
    // get rid of highlighting
    user-select: none;
    -webkit-touch-callout: none;
}

.tile {
    width: 100px;
    height: 100px;
    float: left;
    line-height: 100px;
    font-size: 50px;
    background: #fff;
    &:hover:not(:empty) {
        cursor: pointer;
        transition: transform 0.2s, background 0.2s;
        background: #eee;
    }
}

.win {
    animation: winner 2s infinite;
}

.highlight,
.move-up,
.move-right,
.move-down,
.move-left {
    background: #fdd !important;
}

.highlight {
    background: #fff;
    // animation time horribly linked to JavaScript setTimeout
    animation: highlight 0.4s;
}

.move-up {
    transform: translateY(-100px);
}
.move-right {
    transform: translateX(100px);
}
.move-down {
    transform: translateY(100px);
}
.move-left {
    transform: translateX(-100px);
}

.button {
    display: inline-block;
    padding: 4px 10px;
    color: black;
    border: 2px solid black;
    &:hover { cursor: pointer; }
}

@keyframes winner {
    0%   { background: #fdd; }
    50%  { background: #fff; }
    100% { background: #fdd; }
}

@keyframes highlight {
    0%   { background: #fdd; }
    100% { background: #fff; }
}
            
          
!
            
              // ReactJS Slide Puzzle
// Author:     Evan Henley
// Author URI: henleyedition.com

(function() {

    var Game = React.createClass({displayName: 'Game',

        shuffle: function(array) {

            // switches first two tiles
            function switchTiles(array) {
                var i = 0;

                // find the first two tiles in a row
                while (!array[i] || !array[i+1]) i++;

                // store tile value
                var tile = array[i];
                // switche values
                array[i] = array[i+1];
                array[i+1] = tile;

                return array;
            }

            // counts inversions
            function countInversions(array) {
                // make array of inversions
                var invArray = array.map(function(num, i) {
                    var inversions = 0;
                    for (j = i + 1; j < array.length; j++) {
                        if (array[j] && array[j] < num) {
                            inversions += 1;
                        }
                    }
                    return inversions;
                });
                // return sum of inversions array
                return invArray.reduce(function(a, b) {
                    return a + b;
                });
            }

            // fischer-yates shuffle algorithm
            function fischerYates(array) {
                var counter = array.length, temp, index;

                // While there are elements in the array
                while (counter > 0) {
                    // Pick a random index
                    index = Math.floor(Math.random() * counter);
                    // Decrease counter by 1
                    counter--;
                    // And swap the last element with it
                    temp = array[counter];
                    array[counter] = array[index];
                    array[index] = temp;
                }

                return array;
            }

            // Fischer-Yates shuffle
            array = fischerYates(array);

            // check for even number of inversions
            if (countInversions(array) % 2 !== 0) {
                // switch two tiles if odd
                array = switchTiles(array);
            }

            return array;
        },
        getInitialState: function() {
            return {
                // initial state of game board
                tiles: this.shuffle([
                    1,2,3,
                    4,5,6,
                    7,8,''
                ]),
                win: false
            };
        },
        checkBoard: function() {
            var tiles = this.state.tiles;

            for (var i = 0; i < tiles.length-1; i++) {
                if (tiles[i] !== i+1) return false;
            }

            return true;
        },
        tileClick: function(tileEl, position, status) {
            var tiles = this.state.tiles;
            // Possible moves
            // [up,right,down,left]
            // 9 = out of bounds
            var moves = [
                [null,1,3,null],[null,2,4,0],[null,null,5,1],
                [0,4,6,null],   [1,5,7,3],   [2,null,8,4],
                [3,7,null,null],[4,8,null,6],[5,null,null,7]
            ];

            function animateTiles(i, move) {
                var directions = ['up','right','down','left'];
                var moveToEl = document.querySelector('.tile:nth-child(' + (move + 1) + ')');
                direction = directions[i];
                tileEl.classList.add('move-' + direction);
                // this is all a little hackish.
                // css/js are used together to create the illusion of moving blocks
                setTimeout(function() {
                    moveToEl.classList.add('highlight');
                    tileEl.classList.remove('move-' + direction);
                    // time horribly linked with css transition
                    setTimeout(function() {
                        moveToEl.classList.remove('highlight');
                    }, 400);
                }, 200);
            }

            // called after tile is fully moved
            // sets new state
            function afterAnimate() {
                tiles[position] = '';
                tiles[move] = status;
                this.setState({
                    tiles: tiles,
                    moves: moves,
                    win: this.checkBoard()
                });
            };

            // return if they've already won
            if (this.state.win) return;

            // check possible moves
            for (var i = 0; i < moves[position].length; i++) {
                var move = moves[position][i];
                // if an adjacent tile is empty
                if (typeof move === 'number' && !tiles[move]) {
                    animateTiles(i, move);
                    setTimeout(afterAnimate.bind(this), 200);
                    break;
                }
            }
        },
        restartGame: function() {
            this.setState(this.getInitialState());
        },
        render: function() {
            return React.DOM.div(null, 
                React.DOM.div({id: "game-board"}, 
                    this.state.tiles.map(function(tile, position) {
                        return ( Tile({status: tile, key: position, tileClick: this.tileClick}) );
                    }, this)
                ), 
                Menu({winClass: this.state.win ? 'button win' : 'button', status: this.state.win ? 'You win!' : 'Solve the puzzle.', restart: this.restartGame})
            );
        }
    });

    var Tile = React.createClass({displayName: 'Tile',
        clickHandler: function(e) {
            this.props.tileClick(e.target, this.props.key, this.props.status);
        },
        render: function() {
            return React.DOM.div({className: "tile", onClick: this.clickHandler}, this.props.status);
        }
    });

    var Menu = React.createClass({displayName: 'Menu',
        clickHandler: function() {
            this.props.restart();
        },
        render: function() {
            return React.DOM.div({id: "menu"}, 
                React.DOM.h3({id: "subtitle"}, this.props.status), 
                React.DOM.a({className: this.props.winClass, onClick: this.clickHandler}, "Restart")
            );
        }
    });

    // render Game to container
    React.renderComponent(
        Game(null),
        document.getElementById('game-container')
    );

}());
            
          
!
999px
🕑 One or more of the npm packages you are using needs to be built. You're the first person to ever need it! We're building it right now and your preview will start updating again when it's ready.
Loading ..................

Console