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#tic_tac_toe
@import url('https://fonts.googleapis.com/css?family=Comfortaa&display=swap');
* {
font-family: 'Comfortaa', cursive;
}
#tic_tac_toe {
background-image: linear-gradient(#1fa5ff 0% 30%, #57f9ff 70% 100%);
width: 100vw;
height: 100vh;
display: flex;
align-items: center;
justify-content: center;
}
.tiles {
--cell-size: 15vmin;
--shadow-opacity: 0.4;
background-color: rgba(#000000, 0.15);
padding: 10vmin;
border-radius: 5vmin;
display: grid;
grid-template-rows: repeat(3, var(--cell-size));
grid-template-columns: repeat(3, var(--cell-size));
grid-gap: 1.75vmin;
box-shadow: 0 1.5vmin rgba(#000000, var(--shadow-opacity));
}
.tile {
--shadow-size: 0.75vmin;
--transition-time: 150ms;
background-color: #ffc417;
background-image: linear-gradient(to bottom right, rgba(#ffffff, 0.4) 0 30%, rgba(#ffffff, 0) 70% 100%);
min-width: 0;
min-height: 0;
padding: 0;
margin: 0;
border: none;
border-radius: 2vmin;
outline: none;
box-shadow:
0 var(--shadow-size) rgba(#000000, var(--shadow-opacity)),
0 0 0 rgba(#000000, var(--shadow-opacity)) inset;
transition:
background-color var(--transition-time) ease-out,
box-shadow var(--transition-time) ease-out,
transform var(--transition-time) ease-out;
&:active:not(.disabled), &.active, &.disabled.active {
box-shadow:
0 0 rgba(#000000, var(--shadow-opacity)),
0 var(--shadow-size) calc(var(--shadow-size) * 2) rgba(#000000, var(--shadow-opacity)) inset;
transform: translateY(var(--shadow-size));
}
&.disabled {
background-color: #9f9f9f;
}
&.active {
background-color: #e2e2e2;
}
&.match {
background-color: #ffe11f;
}
}
.turn {
width: 100%;
height: 100%;
padding: 0;
margin: 0;
vertical-align: top;
}
.turn-0 {
--draw-time: 250ms;
position: relative;
&:before, &:after {
content: '';
background-color: #0049bf;
width: 12%;
height: 0;
position: absolute;
top: 22%;
transform-origin: top center;
}
&:before {
left: 15.5%;
transform: rotate(-45deg);
animation: turn-0 var(--draw-time) ease-out forwards;
}
&:after {
right: 15.5%;
transform: rotate(45deg);
animation: turn-0 var(--draw-time) ease-out var(--draw-time) forwards;
}
}
@keyframes turn-0 {
0% { height: 0; }
100% { height: 80%; }
}
.turn-1 {
// circumference = 2 * PI * 10 (rounded to 10 thousandths)
transform: rotate(-90deg);
animation: turn-1 500ms ease-out forwards;
}
@keyframes turn-1 {
0% { stroke-dasharray: 0 62.8319; }
100% { stroke-dasharray: 62.8319 62.8319; }
}
.modal-window {
width: 100vw;
height: 100vh;
position: absolute;
top: 0;
left: 0;
display: flex;
align-items: center;
justify-content: center;
transform: scale(0);
transition: transform 250ms ease-out;
&.shown {
transform: scale(1);
}
}
.dialog-box {
font-size: 16px;
text-align: center;
background-image: linear-gradient(
to bottom right,
rgba(#dfdfdf, 0.90) 0% 30%,
rgba(#ffffff, 0.90) 70% 100%);
width: 100vw;
height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
p {
padding: 0;
margin: 0 0 0.5em 0;
&:last-child {
margin: 0;
}
}
}
.dialog-content {
padding: 0.5em 0;
}
.btn {
--shadow-size: 0.75vmin;
--shadow-opacity: 0.5;
padding: 0.5em 0.8em;
&:active {
--shadow-opacity: 0.25;
}
}
.btn-turn {
width: 3em;
height: 3em;
padding: 0;
vertical-align: middle;
}
.text-bold {
font-weight: bold;
}
// Title of the game
const GameTitle = 'TicTacToe v.3.5';
// 'Player' of the game
const Player = {
X: 1,
O: 2
};
// The player name
const PlayerName = ['', 'X', 'O'];
// AI Difficulty
const Difficulty = {
Easy: 1,
Medium: 2,
Hard: 3
};
// Match count (used for AI)
const Matches = {
Two: 2,
One: 4
};
// Available combinations for the game
const Combinations = [
[0, 1, 2],
[3, 4, 5],
[6, 7, 8],
[0, 3, 6],
[1, 4, 7],
[2, 5, 8],
[0, 4, 8],
[2, 4, 6],
];
class TicTacToe extends React.Component {
// Class constructor
constructor(props) {
super(props);
// React state
this.state = {
buttons: [],
aiPlayer: 0,
aiDifficulty: 0,
turn: 0,
play: true,
match: [],
showDialog: true,
winningPlayer: '',
dialogStep: 0
}
}
// ReactJS componentDidMount() method to initialize
componentDidMount() {
this.initialize();
}
// Initialize the game
async initialize() {
await this.setState({ aiPlayer : 0 });
await this.setState({ aiDifficulty : 0 });
await this.playAgain();
this.setState({ showDialog : true });
this.setState({ dialogStep : 0 });
}
// Start the game with same settings
async playAgain() {
await this.setState({ buttons : [] });
await this.setState({ turn : ((this.state.aiPlayer === Player.X) ? Player.O : Player.X) });
await this.setState({ play : true });
await this.setState({ match : [] });
await this.setState({ winningPlayer : '' });
await this.setState({ showDialog : false });
await this.setState({ dialogStep : 4 });
this.createMap();
if (this.state.aiPlayer === Player.X) {
this.robotMove();
}
}
// Creates the tic tac toe map
createMap() {
let buttons = [];
for (let i = 0; i < 9; i++) {
buttons.push({
player: 0,
active: false,
match: false,
});
}
this.setState({ buttons : buttons });
}
// Event when the tile is clicked
tileClick(e) {
if (this.state.play === true) {
if (this.state.turn === this.state.aiPlayer) {
return false;
}
let elm = e.target;
this.humanMove(elm);
}
}
// Proceed to next step of the dialog
proceedToNext() {
this.setState({ dialogStep : this.state.dialogStep + 1 });
}
// Choose the opponent to play with
chooseOpponent(isRobot) {
if (isRobot === true) {
this.proceedToNext();
}
else {
this.setState({ turn : Player.X });
this.setState({ dialogStep : 4 });
this.setState({ showDialog : false });
}
}
// Choose your player (VS AI)
choosePlayer(chosenPlayer) {
this.setState({ aiPlayer : ((chosenPlayer === Player.X) ? Player.O : Player.X) });
this.proceedToNext();
}
// Choose the AI difficulty
async chooseDifficulty(difficulty) {
await this.setState({ aiDifficulty : difficulty });
await this.setState({ dialogStep : 4 });
await this.setState({ showDialog : false });
if (this.state.aiPlayer === Player.X) {
this.robotMove();
}
}
// Analyze the provided combination if the player gets
// 3 consecutives. For AI purposes, +2 of each was added
// if has 2 combinations. +4 if has 1 combination.
analyzeCombination(open) {
open.sort();
let countX = 0;
let countO = 0;
for (let i in open) {
if (open[i] === Player.X) {
countX++;
}
else if (open[i] === Player.O) {
countO++;
}
}
if (countX === 3) {
return Player.X;
}
else if (countO === 3) {
return Player.O;
}
else if (countX === 2) {
return Player.X + Matches.Two;
}
else if (countO === 2) {
return Player.O + Matches.Two;
}
else if (countX === 1) {
return Player.X + Matches.One;
}
else if (countO === 1) {
return Player.O + Matches.One;
}
else {
return null;
}
}
// Create array of opened combination
createOpened(combination) {
let open = [];
for (let i = 0; i < combination.length; i++) {
let index = combination[i];
open.push(this.state.buttons[index].player);
}
return open;
}
// Find the combinations of the opened tiles
findCombination() {
for (let i = 0; i < Combinations.length; i++) {
let combination = Combinations[i];
let open = this.createOpened(combination);
let analysis = this.analyzeCombination(open);
if (analysis === Player.X || analysis === Player.O) {
this.setState({ play : false });
this.setState({ match : combination });
return true;
}
}
return false;
}
// Get the buttons that aren't yet opened
getFreeButtons() {
let freeButtons = [];
for (let i = 0; i < this.state.buttons.length; i++) {
if (this.state.buttons[i].match === true) {
continue;
}
if (this.state.buttons[i].active === false) {
freeButtons.push(i);
}
}
return freeButtons;
}
// Insert the possible turn of AI
robotInsertTurn(combination) {
let turn = null;
for (let j = 0; j < combination.length; j++) {
if (this.state.buttons[combination[j]].player === 0) {
turn = combination[j];
break;
}
}
return turn;
}
// Random move by AI
robotRandom() {
let freeButtons = this.getFreeButtons();
let random = Math.round(Math.random() * (freeButtons.length - 1));
if (random >= 0) {
return freeButtons[random];
}
else {
return null;
}
}
// Find combination for AI move
robotCombinaton(selectedMatches) {
let turn = null;
for (let i = 0; i < Combinations.length; i++) {
let combination = Combinations[i];
let open = this.createOpened(combination);
let analysis = this.analyzeCombination(open);
// First priority is 2 matches, then 1
if (analysis === selectedMatches) {
turn = this.robotInsertTurn(combination);
break;
}
}
return turn;
}
// Attack move by AI
robotAttack(tileIndex) {
if (tileIndex === null) {
tileIndex = this.robotCombinaton(this.state.aiPlayer + Matches.Two);
}
if (tileIndex === null) {
tileIndex = this.robotCombinaton(this.state.aiPlayer + Matches.One);
}
return tileIndex;
}
// Defend move by AI
robotDefend() {
let tileIndex = null;
let human = (this.state.aiPlayer === Player.X) ? Player.O : Player.X;
tileIndex = this.robotCombinaton(human + Matches.Two);
return tileIndex;
}
// Move of the player (AI)
robotMove() {
if (this.state.turn === this.state.aiPlayer) {
let tileIndex = null;
switch (this.state.aiDifficulty) {
case Difficulty.Easy:
tileIndex = this.robotRandom();
break;
case Difficulty.Medium:
tileIndex = this.robotAttack(tileIndex);
if (tileIndex === null) {
tileIndex = this.robotRandom();
}
break;
case Difficulty.Hard:
tileIndex = this.robotCombinaton(this.state.aiPlayer + Matches.Two);
if (tileIndex === null) {
tileIndex = this.robotDefend();
}
if (tileIndex === null) {
tileIndex = this.robotCombinaton(this.state.aiPlayer + Matches.One);
}
if (tileIndex === null) {
tileIndex = this.robotRandom();
}
break;
}
if (tileIndex !== null) {
this.makeDecision(tileIndex);
}
}
}
// Move of the player (human)
async humanMove(elm) {
if (!elm.classList.contains('active')) {
let tileIndex = elm.dataset.tile;
await this.makeDecision(tileIndex);
if (this.state.aiPlayer === this.state.turn) {
this.robotMove();
}
}
}
// Make decision on rendering the board
async makeDecision(tileIndex) {
let buttons = this.state.buttons;
if (tileIndex !== null) {
buttons[tileIndex].active = true;
buttons[tileIndex].player = this.state.turn;
}
this.setState({ buttons: buttons });
if (this.findCombination() === true) {
this.decideGameWin();
return;
}
if (this.findAnotherTile() === false) {
this.setState({ showDialog : true });
return;
}
if (this.state.turn === Player.X) {
await this.setState({ turn : Player.O });
}
else if (this.state.turn === Player.O) {
await this.setState({ turn : Player.X });
}
}
// Changes the buttons color into match
changeButtonsToMatch() {
let buttons = this.state.buttons;
for (let i = 0; i < this.state.match.length; i++) {
let j = this.state.match[i];
buttons[j].match = true;
}
this.setState({ buttons: buttons });
}
// Find another available tile
findAnotherTile() {
let hasTile = false;
for (let i = 0; i < this.state.buttons.length; i++) {
if (this.state.buttons[i].active === false) {
hasTile = true;
break;
}
}
return hasTile;
}
// Game win event
decideGameWin() {
this.changeButtonsToMatch();
this.setState({ showDialog : true });
this.setState({ winningPlayer : PlayerName[this.state.turn] });
}
// Render the value of each tiles
renderTileValue(i) {
if (this.state.buttons[i].player === Player.X) {
return (
<div className="turn turn-0"></div>
)
}
else if (this.state.buttons[i].player === Player.O) {
return(
<svg viewBox="0 0 30 30" className="turn turn-1">
<circle fill="transparent"
stroke="#d10827"
stroke-width="3"
r="10" cx="15" cy="15" />
</svg>
)
}
}
// Render the tiles
renderTiles() {
let tiles = [];
for (let i = 0; i < this.state.buttons.length; i++) {
let className = "tile";
if (this.state.buttons[i].active === true) {
className += " active";
}
if (this.state.buttons[i].match === true) {
className += " match";
}
if (this.state.play === false) {
className += " disabled";
}
tiles.push(
<button
data-tile={ i }
className={ className }
onClick={ this.tileClick.bind(this)}>{ this.renderTileValue(i) }
</button>
);
}
return tiles;
}
// Render modal dialog boxes
renderModal() {
if (this.state.dialogStep === 0) {
return (
<div className="dialog-box">
<div className="dialog-content">
<p className="text-bold">{ GameTitle }</p>
<p>Welcome to the example TicTacToe game I made.</p>
<p>You may play this with your friend, or versus the computer.</p>
</div>
<div className="dialog-content">
<button className="btn tile"
onClick={ this.proceedToNext.bind(this) }>
Proceed to Game</button>
</div>
</div>
);
}
else if (this.state.dialogStep === 1) {
return (
<div class="dialog-box">
<div class="dialog-content">
<p class="text-bold">{ GameTitle }</p>
<p>Choose your opponent to play with.</p>
</div>
<div class="dialog-content">
<button class="btn tile"
onClick={ this.chooseOpponent.bind(this, false) }>
Friend</button> <button class="btn tile"
onClick={ this.chooseOpponent.bind(this, true) }>
Computer</button>
</div>
</div>
);
}
else if (this.state.dialogStep === 2) {
return (
<div class="dialog-box">
<div class="dialog-content">
<p class="text-bold">{ GameTitle }</p>
<p>Choose your player.</p>
</div>
<div class="dialog-content">
<button class="btn btn-turn tile"
onClick={ this.choosePlayer.bind(this, Player.X) }>
<div class="turn turn-0"></div>
</button> <button class="btn btn-turn tile"
onClick={ this.choosePlayer.bind(this, Player.O) }>
<svg viewBox="0 0 30 30"
class="turn turn-1">
<circle fill="transparent"
stroke="#d10827"
stroke-width="3"
r="10" cx="15" cy="15" />
</svg>
</button>
</div>
</div>
);
}
else if (this.state.dialogStep === 3) {
return (
<div class="dialog-box">
<div class="dialog-content">
<p class="text-bold">{ GameTitle }</p>
<p>Choose the computer's difficulty.</p>
</div>
<div class="dialog-content">
</div>
<div class="dialog-content">
<button class="btn tile"
onClick={ this.chooseDifficulty.bind(this, Difficulty.Easy) }>
Easy</button> <button class="btn tile"
onClick={ this.chooseDifficulty.bind(this, Difficulty.Medium) }>
Medium</button> <button class="btn tile"
onClick={ this.chooseDifficulty.bind(this, Difficulty.Hard) }>
Hard</button>
</div>
</div>
);
}
else if (this.state.dialogStep === 4) {
let endMessage = '';
if (this.state.winningPlayer !== '') {
endMessage = (
<p>
Player '{ this.state.winningPlayer }' won the game! Would you like to play again?
</p>
);
}
else {
endMessage = (
<p>
The match is a draw! Would you like to play again?
</p>
);
}
return (
<div class="dialog-box">
<div class="dialog-content">
<p class="text-bold">Game ended!</p>
{ endMessage }
</div>
<div class="dialog-content">
<button class="btn tile"
onClick={ this.initialize.bind(this) }>
Start New</button> <button class="btn tile"
onClick={ this.playAgain.bind(this) }>
Play Again</button>
</div>
</div>
);
}
}
// Method to render the ReactJS Component
render() {
let elms = [];
elms.push(<div className="tiles">{ this.renderTiles() }</div>);
let modalWindow = "modal-window";
if (this.state.showDialog === true) {
modalWindow += " shown";
}
elms.push(<div className={ modalWindow }>{ this.renderModal() }</div>);
return elms;
}
}
ReactDOM.render(
<TicTacToe />,
document.querySelector('#tic_tac_toe')
);
Also see: Tab Triggers