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HTML

              
                #tic_tac_toe

              
            
!

CSS

              
                @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;
}

              
            
!

JS

              
                // 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')
);

              
            
!
999px

Console