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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

            
              <link href="https://fonts.googleapis.com/css?family=Montserrat" rel="stylesheet">

<div class="drawer">

    <header>
      <button class="play-btn"></button>
      <p class="message"></p>

      <div class="dice-roll">
        <div class="opponent"></div>
        <div class="dice-rolling"></div>
        <div class="dice-score"></div>
        <div class="dice-result"></div>
      </div>

    </header>

    <main class="board">
      <div class="cell circle"></div>
      <div class="cell cross"></div>
      <div class="cell circle"></div>
      <div class="cell cross"></div>
      <div class="cell circle"></div>
      <div class="cell"></div>
      <div class="cell cross"></div>
      <div class="cell cross"></div>
      <div class="cell"></div>
    </main>

    <footer class="scores hide">

      <div>
        <span></span>
        <ul>
          <li></li>
          <li></li>
          <li></li>
        </ul>
      </div>

      <div>
        <span></span>
        <ul>
          <li></li>
          <li></li>
          <li></li>
        </ul>
      </div>

    </footer>

  </div>
            
          
!

CSS

            
              *, *::after, *::before {
      box-sizing: border-box;
    }

html {
  font-size:62.5%;
}

body {
  font-size:1.6rem;
  margin:0;
  height:100vh;
  background:hsl(300, 15%, 36%);
  font-family: 'Montserrat', 'Arial', sans-serif;
  letter-spacing: 1px;
}

.drawer {
  width: 80%;
  margin:0 auto;
  padding-top:60px;
}

.board {
  display:flex;
  flex-wrap: wrap;
  width: 320px;
  height: 320px;
  margin: 0 auto;
}

.cell {
  position: relative;
  width:90px;
  height:90px;
  margin:5px;
  border-radius: 0.3em;
  background:hsl(300, 15%, 33%);
}

.cell.circle,
.cell.cross {
  background:transparent;
}

.circle::after,
.cross::before,
.cross::after {
  content:'';
  position:absolute;
  top:50%;
  left:50%;
}

.cross::before,
.cross::after {
  width:5px;
  height:75px;
  background:hsl(300, 15%, 33%);
}

.playing .cross::before,
.playing .cross::after {
  background:hsl(194, 100%, 73%);
}

.cross::before {
  transform:translate(-50%, -50%) rotate(45deg);
}

.cross::after {
  transform:translate(-50%, -50%) rotate(-45deg);
}

.circle::after {
  width:70px;
  height:70px;
  border-radius:50%;
  transform:translate(-50%, -50%);
  border:5px solid hsl(300, 15%, 33%);
}

.playing .circle::after {
  border-color:hsl(7, 63%, 78%);
}

.playing .cell:not(.cross):not(.circle){
  cursor:pointer;
}

.playing .cell:not(.cross):not(.circle):hover{
  background:hsl(300, 15%, 34%);
}

#instructions {
  display: none;
}

.message {
  text-align: center;
  color: hsla(300, 15%, 20%, 1);
  font-size: 2rem;
}

.play-btn {

  position:absolute;
  top:0;
  left:50%;
  outline:none;
  border:none;
  cursor:pointer;

  background: hsl(300, 3%, 18%);
  padding: 1rem 1.5rem;

  font-size: 2.4rem;
  color:hsla(300, 15%, 44%, 1);
  border-radius: 0 0 0.2rem 0.2rem;
  box-shadow: 0 2px 4px rgba(0, 0, 0, 0.2);
  border:1px solid hsla(300, 3%, 17%, 1);
  transform:translate(-50%, 0);
  transition: transform 200ms ease-out;
}

.play-btn:hover {
  background: hsl(300, 3%, 20%);
}

.play-btn.hide {
  display:inline-block;
  transform:translate(-50%, -100%);
}

header {
  max-width: 320px;
  margin:0 auto 20px;
}

.scores {
  display:flex;
  justify-content: space-between;
  position:relative;
  max-width: 320px;
  margin:2rem auto 0 ;
  border-top: 2px solid hsla(300, 15%, 20%, 1);
  padding-top: 2rem;
  opacity: 1;
  transform: translate(0, 0);
  transition: all 200ms 75ms ease-out;
}

.scores.hide {
  display: flex;
  opacity:0;
  transform: translate(0, 20%);
}

.scores div {
  flex:1;
}

.scores span {
  display:block;
  color:hsla(300, 15%, 20%, 1);
}


.scores ul {
  list-style: none;
  margin:0;
  padding: 0;
  display: inline-block;
}

.scores li {
  width: 10px;
  height:10px;
  border: 2px solid hsla(300, 15%, 20%, 1);
  border-radius:50%;
  display: inline-block;
}

.scores li.won {
  background: hsla(300, 15%, 53%, 1);
  animation: win 300ms;
}

@keyframes win {
  0% {transform: scale(1);}
  40% {transform: scale(3); }
  100% {transform: scale(1);}
}

.scores::after{
  display: none;
  content: 'vs';
  position: absolute;
  left:50%;
  top:50%;
  font-size: 2.4rem;
  transform:translate(-50%, -50%);
  color:#bdbdbd;
}

.scores >div:last-child{
  text-align: right;
}


.hide {  display:none;}

.dice-roll {
  text-align: center;
  padding:1.5rem;
  font-size:1.4rem;
}

            
          
!

JS

            
              const EMPTY = -1;
const PLAYER = 0;
const OPPONENT = 1;

// DOM
const $board = document.querySelector('.board');
const $cells = Array.from($board.children);
const $diceRoll = document.querySelector('.dice-roll');
const $scores = document.querySelector('.scores');
const $message = document.querySelector('.message');
const $playBtn = document.querySelector('.play-btn');

let board = emptyBoard();
let winPatterns = [
    0b111000000, 0b000111000, 0b000000111, // rows
    0b100100100, 0b010010010, 0b001001001, // cols
    0b100010001, 0b001010100 // diags
];


// Minimax (see http://www.geeksforgeeks.org/minimax-algorithm-in-game-theory-set-1-introduction/)
class AI {

    constructor(difficulty = 1) {
        this.difficulty = difficulty;
    }

    findBestMove() {
        return this.minimax(this.difficulty, OPPONENT).position;
    }

    minimax(depth, minmaxer) {

        let nextMoves = getAvailableMoves();
        let bestMove = { score: (minmaxer === OPPONENT) ? -10000 : 10000,  position: -1};

        // Collect every available move
        let randomizedMoves = [];

        if (!nextMoves.length || depth === 0) {
            bestMove.score = this.evaluate();
        } else {

            for (let i = 0; i < nextMoves.length; ++i) {

                let moveSimulation = nextMoves[i];
                board[moveSimulation] = minmaxer;

                let score = this.minimax(depth - 1, (minmaxer === OPPONENT) ? PLAYER : OPPONENT).score;

                randomizedMoves.push({score:score, position:moveSimulation});

                if ((minmaxer === OPPONENT && score > bestMove.score) ||
                    (minmaxer === PLAYER && score < bestMove.score)) {
                    bestMove = {score: score, position: moveSimulation };
                }

                board[moveSimulation] = EMPTY;
            }
        }
        
        // Take one random move if several moves with the same score are available. 
        if(randomizedMoves.length){
            
            // First AI move
            if(randomizedMoves.length === board.length){
                bestMove = randomizedMoves[Math.floor(Math.random() * randomizedMoves.length)];
            } else {
                randomizedMoves = randomizedMoves.filter( m => m.score === bestMove.score);
                bestMove = randomizedMoves[Math.floor(Math.random() * randomizedMoves.length)];
            }
        }

        return bestMove;
    }

    // Score Heuristic Evaluation
    evaluate() {

        let score = 0;

        score += this.evaluateLine(0, 1, 2); // row 1
        score += this.evaluateLine(3, 4, 5); // row 2
        score += this.evaluateLine(6, 7, 8); // row 3
        score += this.evaluateLine(0, 3, 6); // col 1
        score += this.evaluateLine(1, 4, 7); // col 2
        score += this.evaluateLine(2, 5, 8); // col 3
        score += this.evaluateLine(0, 4, 8); // diag.
        score += this.evaluateLine(2, 4, 6); // alt. diag.

        return score;
    }

    evaluateLine(a, b, c) {

        let score = 0;
        let cA = board[a];
        let cB = board[b];
        let cC = board[c];

        // first cell
        if (cA == OPPONENT) {
            score = 1;
        } else if (cA == PLAYER) {
            score = -1;
        }

        // second cell
        if (cB == OPPONENT) {
            if (score == 1) {
                score = 10;
            } else if (score == -1) {
                return 0;
            } else {
                score = 1;
            }
        } else if (cB == PLAYER) {
            if (score == -1) {
                score = -10;
            } else if (score == 1) {
                return 0;
            } else {
                score = -1;
            }
        }

        // third cell
        if (cC == OPPONENT) {
            if (score > 0) {
                score *= 10;
            } else if (score < 0) {
                return 0;
            } else {
                score = 1;
            }
        } else if (cC == PLAYER) {
            if (score < 0) {
                score *= 10;
            } else if (score > 1) {
                return 0;
            } else {
                score = -1;
            }
        }

        return score;
    }

}

class HumanPlayer {

    constructor() {
        this.name = 'You';
        this.win = 0;
    }

    play() {
        $message.textContent = 'Your turn!';

        return new Promise((resolve) => {
            let disposeFn = event($board, 'click', e => {
                let target = e.target;
                if (target.classList.contains('cell')) { // If we hit a cell
                    let idx = $cells.indexOf(target); // get the cell index.
                    if (getAvailableMoves().indexOf(idx) !== -1) { // must be available
                        disposeFn();
                        resolve(idx);
                    }
                }
            });
        })
    }

}

class AIPlayer {

    constructor(difficulty = 2) {
        this.difficulty = difficulty;
        this.name = `${this._getRandomName()}(AI)`;
        this.win = 0;
    }

    _getRandomName() {
        return AIPlayer.names[Math.floor(Math.random() * (AIPlayer.names.length - 1))];
    }

    setBoard() {
        this.ai = new AI(1);
    }

    play() {
        $message.textContent = `${this.name}'s turn`;
        return new Promise((res) => {
            let randomTimer = Math.floor(Math.random() * 1000 + 500);
            let move = this.ai.findBestMove();
            setTimeout(() => res(move), randomTimer);
        })
    }
}

AIPlayer.names = ['Leanne', 'Ervin', 'Clementine', 'Patricia', 'Chelsey', 'Dennis', 'Kurtis',
    'Nicholas', 'Alphonse', 'Marie', 'Edouard', 'Lucille', 'Julie', 'Bernard'
];

let player = null;
let opponent = null;
let startingPlayer = null;
let currentPlayer = null;

/**
 * Game utils
 */
function emptyBoard() {
    return [EMPTY, EMPTY, EMPTY, EMPTY, EMPTY, EMPTY, EMPTY, EMPTY, EMPTY];
}

function hasAvailableMove() {
    return board.some(cell => cell === EMPTY);
}

function getAvailableMoves() {
    return board.reduce((acc, current, idx) => {
        current === EMPTY && acc.push(idx);
        return acc;
    }, []);
}

function hasWon(player) {

    let pattern = board.reduce((acc, curr, i) => {
        curr === player.symbol && (acc |= (1 << i));
        return acc;
    }, 0b000000000);

    return winPatterns.some(winPattern => {
        return (pattern & winPattern) == winPattern;
    });
}

function getWinner() {
    if (hasWon(player)) return player;
    if (hasWon(opponent)) return opponent;
    return null;
}

function clearBoard() {
    board = emptyBoard();
    $cells.forEach(cell => {
        cell.classList.remove('cross');
        cell.classList.remove('circle');
    });
}

function updateBoard(idx, symbol) {
    board[idx] = symbol;
    $board.children[idx].classList.add(symbol === PLAYER ? 'cross' : 'circle');
}

function isOver() {
    return hasWon(player) || hasWon(opponent) || !hasAvailableMove();
}

function declareTurnWinner() {

    let winner = getWinner();

    if (winner) {

        winner.win++;
        $message.textContent = `${winner.name} win!`;
        $scores.children[winner.symbol].querySelectorAll('li')[winner.win - 1].classList.add('won');

        if (player.win == 3) {
            endState(player);
        } else if (opponent.win == 3) {
            endState(opponent);
        } else {
            nextTurn();
        }

    } else {
        $message.textContent = `Draw!`;
        nextTurn();
    }
}

function nextTurn() {
    $playBtn.textContent = 'Next turn';
    $playBtn.classList.remove('hide');

    let disposeEvent = event($playBtn, 'click', () => {
        currentPlayer = startingPlayer;
        $playBtn.classList.add('hide');
        clearBoard();
        disposeEvent();
        takeTurn();
    });
}

function getOpponent(which) {
    return which === player ? opponent : player;
}

function takeTurn() {
    return currentPlayer.play()
        .then(move => {
            updateBoard(move, currentPlayer.symbol);
            currentPlayer = getOpponent(currentPlayer);
            return isOver() ? declareTurnWinner() : takeTurn();
        })
}

/**
 * Events handling
 */
let events = [];

function event(target, type, handler) {
    target.addEventListener(type, handler);
    return function disposeEvent() {
        target.removeEventListener(type, handler);
    }
}

function removeEvents() {
    events.forEach(disposeFn => disposeFn());
    events = [];
}

/**
 * Game States
 */
function initState() {

    removeEvents();

    $scores.classList.add('hide');
    $diceRoll.classList.add('hide');
    $playBtn.classList.remove('hide');

    $playBtn.textContent = 'Click to start';
    $message.textContent = 'Tic Tac Toe';

    events.push(event($playBtn, 'click', playerSetup));
}

function dice() {

    $playBtn.classList.add('hide');
    document.body.classList.remove('playing');

    setTimeout(() => {
        $playBtn.textContent = 'Click to throw the dice';
        $playBtn.classList.remove('hide');
    }, 500);

    let disposeEvent = event($playBtn, 'click', onDiceRoll);

    function onDiceRoll() {

        $playBtn.classList.add('hide');

        $diceRoll.querySelector('.dice-rolling').textContent = 'The dices are rolling!';

        let scoreA = Math.floor(Math.random() * 5) + 1;
        let scoreB = Math.floor(Math.random() * 3) + 1; // Yes...cheating here, so player has more chance to start... :) 

        while (scoreA === scoreB) {
            scoreA = Math.floor(Math.random() * 5) + 1;
            scoreB = Math.floor(Math.random() * 3) + 1; 
        }

        startingPlayer = scoreA > scoreB ? player : opponent;
        currentPlayer = startingPlayer;

        disposeEvent();

        setTimeout(() => {

            $diceRoll.querySelector('.dice-score').textContent = `You: ${scoreA} - ${opponent.name}: ${scoreB}.`;
            $diceRoll.querySelector('.dice-result').textContent = `${startingPlayer.name} start!`;

            $playBtn.textContent = 'Start';
            $playBtn.classList.remove('hide');

            events.push(event($playBtn, 'click', playingState));
        }, 1000);
    }

}

function playerSetup() {

    removeEvents();

    $scores.classList.add('hide');
    $message.classList.add('hide');
    $playBtn.classList.add('hide');
    $board.classList.add('hide');
    $diceRoll.classList.remove('hide');

    $diceRoll.querySelector('.dice-rolling').textContent = '';
    $diceRoll.querySelector('.dice-score').textContent = '';
    $diceRoll.querySelector('.dice-result').textContent = '';

    player = new HumanPlayer();
    player.symbol = PLAYER;

    opponent = new AIPlayer();
    opponent.symbol = OPPONENT;
    opponent.setBoard(board);

    $diceRoll.querySelector('.opponent').textContent = `You are playing against ${opponent.name}`;

    dice();
}

function playingState() {

    removeEvents();
    clearBoard();
    Array.from($scores.querySelectorAll('li')).forEach(li => li.classList.remove('won'));

    $board.classList.remove('hide');
    $scores.classList.remove('hide');
    $playBtn.classList.add('hide');
    $diceRoll.classList.add('hide');
    $message.classList.remove('hide');

    $scores.children[PLAYER].querySelector('span').textContent = player.name;
    $scores.children[OPPONENT].querySelector('span').textContent = opponent.name;

    document.body.classList.add('playing');

    takeTurn();
}

function endState(winner) {
    removeEvents();

    $message.textContent = `${winner.name} wins the game!`;
    document.body.classList.remove('playing');

    $playBtn.classList.remove('hide');
    $playBtn.textContent = 'Try again!';

    events.push(event($playBtn, 'click', playerSetup));
}

initState();
            
          
!
999px

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