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Minimal TicTacToe game, with UI in SvelteJS - repo with tests and npm set-up: https://github.com/hdoro/tictactoe-rc
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export const STATE_ERRORS = { | |
nonArray: "Invalid state. Should be an array.", | |
rowCount: "Invalid number of rows", | |
invalidCell: "Invalid cell value", | |
columnCount: "Row with invalid number of columns", | |
circleMoves: "Circle player has more moves than Cross", | |
crossMoves: "Cross player is more than 1 move ahead of Circle", | |
}; | |
export const STATE_RETURNS = { | |
ongoing: "ongoing", | |
draw: "draw", | |
[0]: "O-wins", | |
[1]: "X-wins", | |
}; | |
/** | |
* gameState is an array of tuples of 1 for X, 0 for O & null for empty cell. | |
* @param { | |
* [1, 0, null][] | |
* } gameState | |
* | |
* @returns "ongoing" | "draw" | "O-wins" | "X-wins" | |
*/ | |
export function validateState(gameState) { | |
if (!Array.isArray(gameState)) { | |
throw new Error(STATE_ERRORS.nonArray); | |
} | |
if (gameState.length !== 3) { | |
throw new Error(STATE_ERRORS.rowCount); | |
} | |
if (gameState.some((row) => row.length !== 3)) { | |
throw new Error(STATE_ERRORS.columnCount); | |
} | |
if (gameState.flat().some((cell) => ![1, 0, null].includes(cell))) { | |
throw new Error(STATE_ERRORS.invalidCell); | |
} | |
const valueCount = gameState.reduce((count, curRow) => { | |
return { | |
X: (count["X"] || 0) + curRow.filter((cell) => cell === 1).length, | |
O: (count["O"] || 0) + curRow.filter((cell) => cell === 0).length, | |
empty: | |
(count["empty"] || 0) + curRow.filter((cell) => cell === null).length, | |
}; | |
}, {}); | |
if (valueCount.O > valueCount.X) { | |
throw new Error(STATE_ERRORS.circleMoves); | |
} | |
if (valueCount.X - valueCount.O > 1) { | |
throw new Error(STATE_ERRORS.crossMoves); | |
} | |
// Switch from rows to columns before we can analyze column wins | |
const columns = gameState.reduce((cols, row) => { | |
return row.map((cell, index) => [...(cols[index] || []), cell]); | |
}, []); | |
// Switch from rows to diagonals before we can analyze diagonals wins | |
const diagonals = [ | |
// 1st index in 1st row -> last index in last row | |
[gameState[0][0], gameState[1][1], gameState[2][2]], | |
// Last index in 1st row -> 1st index in last row | |
[gameState[2][0], gameState[1][1], gameState[0][2]], | |
]; | |
console.log({ diagonals }); | |
const winState = [ | |
...gameState, // row wins | |
...columns, // column wins | |
...diagonals, // diagonal wins | |
] | |
.map((sequence) => { | |
// If the sequence starts with a number, let's check if it's fully made out of that number | |
if (Number.isInteger(sequence[0])) { | |
// If we find any cell that is different from the first cell in the sequence, we don't have a win state | |
return sequence.some((cell) => cell !== sequence[0]) | |
? undefined | |
: // Else, return the proper win state for the given number | |
STATE_RETURNS[sequence[0]]; | |
} | |
}) | |
.find((state) => !!state); | |
if (winState) { | |
return winState; | |
} | |
// If no player has won, return draw ONYL if valueCount.empty === 0 | |
if (valueCount.empty === 0) { | |
return "draw"; | |
} | |
// Otherwise, game still running | |
return "ongoing"; | |
} |
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<script> | |
import { STATE_RETURNS, validateState } from "./gameState"; | |
/** | |
* What goes into the game loop: | |
* | |
* 1. Prompt the first player (Cross) for their move | |
* 2. Moves are composed of [rowNumber, columnNumber] | |
* 3. If move is invalid, re-prompt | |
* - Spot already filled | |
* - Do a pre-flight validateState with the new value, act on errors thrown (invalid row count, cell value, etc.) | |
* 4. Check new gameState | |
* 5. If win or draw, end of game state | |
* 6. If ongoing, next player | |
*/ | |
const INITIAL_STATE = [ | |
[null, null, null], | |
[null, null, null], | |
[null, null, null], | |
]; | |
let gameState = INITIAL_STATE; | |
// 1 (Cross) or 0 (Circle) | |
let currentPlayer = 1; | |
const CELL_VALUES = { | |
1: "X", | |
0: "O", | |
}; | |
const CONCLUSION_LABELS = { | |
[STATE_RETURNS[0]]: "Circle wins!", | |
[STATE_RETURNS[1]]: "Cross wins!", | |
[STATE_RETURNS.draw]: "It's a tie!", | |
}; | |
function registerPlay(rowIndex, cellIndex, player) { | |
if (gameState[rowIndex][cellIndex] != null) { | |
// @TODO: user feedback on error | |
return; | |
} | |
const newState = gameState.map((row, rowIdx) => { | |
if (rowIdx === rowIndex) { | |
return row.map((cell, cellIdx) => { | |
if (cellIdx === cellIndex) { | |
return player; | |
} | |
return cell; | |
}); | |
} | |
return row; | |
}); | |
try { | |
validateState(newState); | |
gameState = newState; | |
currentPlayer = player === 0 ? 1 : 0; | |
} catch (error) { | |
return; | |
} | |
} | |
$: stateInfo = (function () { | |
try { | |
return validateState(gameState); | |
} catch (error) { | |
return "ongoing"; | |
} | |
})(); | |
</script> | |
<main> | |
<h1>Tic Tac Toe</h1> | |
{#if stateInfo !== "ongoing"} | |
<p>{CONCLUSION_LABELS[stateInfo]}</p> | |
<button on:click|preventDefault={() => (gameState = INITIAL_STATE)} | |
>Restart</button | |
> | |
{/if} | |
<div class="grid"> | |
{#each gameState as row, rowIndex} | |
{#each row as cell, cellIndex} | |
<button | |
class="cell" | |
disabled={cell !== null || stateInfo !== "ongoing"} | |
data-value={cell} | |
on:click|preventDefault={() => | |
registerPlay(rowIndex, cellIndex, currentPlayer)} | |
> | |
{CELL_VALUES[cell] || ""} | |
</button> | |
{/each} | |
{/each} | |
</div> | |
</main> | |
<style> | |
:global(body) { | |
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, | |
Ubuntu, Cantarell, "Open Sans", "Helvetica Neue", sans-serif; | |
max-width: 500px; | |
margin: 0 auto; | |
} | |
.grid { | |
display: grid; | |
grid-template-columns: repeat(3, 1fr); | |
} | |
.cell { | |
border: 1px solid black; | |
aspect-ratio: 1; | |
display: flex; | |
align-items: center; | |
justify-content: center; | |
font-size: 32px; | |
font-weight: 800; | |
} | |
.cell[data-value="1"] { | |
background: papayawhip; | |
} | |
.cell[data-value="0"] { | |
background: paleturquoise; | |
} | |
</style> |
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