Tic-Tac-Toe
Introduction
This is a sample showing how to implement Tic-Tac-Toe. This includes:
-
How to use
amp-state
to maintain the state of play. -
How to use expressions to detect winning moves.
-
How to use actions and events to create interative gameplay.
Setup
amp-bind
is required for interactive gameplay.
<script async custom-element="amp-bind" src="https://cdn.ampproject.org/v0/amp-bind-0.1.js"></script>
Initial game state
We use an amp-state
called gameState
to keep the state of play. Additionally, some state values are not initialized but are explained below:
currentPlayer
: Can be 1 or -1, for ⚡ and O respectively.board
: Stores the state of the board. This object has 9 properties, froma
toi
, for the tiles from top-left to bottom-right.tr
,mr
,br
,lc
,mc
,rc
,fd
,bd
: Read as Top Row, Middle Row, and so on, these 8 values hold the tallies towards each of the possible winning states.
<amp-state id="gameState">
<script type="application/json">
{
"currentPlayer": 1,
"displayValues": {
"-1": "O",
"1": "⚡"
}
}
</script>
</amp-state>
Showing a win
To detect a win, we check whether any of the tallies has reached positive or negative 3.
Let's play!
⚡ wins!!!
O wins!!!
<div class="results-component">
<h1 [class]="max(abs(tr),abs(br),abs(lc),abs(rc),abs(fd),abs(bd),abs(mc),abs(mr)) == 3 ? 'hide' : 'show'">Let's play!</h1>
<h1 [class]="max(tr,br,lc,rc,fd,bd,mc,mr) == 3 ? 'show' : 'hide'" class="hide">⚡ wins!!!</h1>
<h1 [class]="min(tr,br,lc,rc,fd,bd,mc,mr) == -3 ? 'show' : 'hide'" class="hide">O wins!!!</h1>
</div>
Handling a player's turn
Each tile of the playing board is a button. When a move is played, state is updated:
-
The appropriate tallies are incremented or decremented. For example, playing top-left alters the tally for 3 possible winning states:
tr
,lc
andbd
(top row, left column and backward diagonal). -
The state of the
board
is updated, to record that this tile has been filled. -
The game play is switched to the other play by multiplying the current player by
-1
.
Display attributes for each tile are updated based on this change in state:
-
[text]
: Each tile either contains nothing, or the appropriate value fromboard
. -
[class]
: If any of the winning states for this tile has been reached, the background is changed accordingly. -
[disabled]
: This button must be disabled if either a win has occurred, or the tile already played.
<div class="board-component">
<table>
<tr>
<td class="cell">
<button on="tap:AMP.setState({
tr: tr + gameState.currentPlayer,
lc: lc + gameState.currentPlayer,
bd: bd + gameState.currentPlayer,
board: {
a: gameState.displayValues[gameState.currentPlayer]
},
gameState: {
currentPlayer: gameState.currentPlayer * -1
}
})" [text]="board.a ? board.a : ''" [class]="max(abs(tr),abs(lc),abs(bd)) == 3 ? 'grid-button win' : 'grid-button in-play'" [disabled]="board.a || max(abs(tr),abs(br),abs(lc),abs(rc),abs(fd),abs(bd),abs(mc),abs(mr)) == 3" class="grid-button in-play">
</button>
</td>
<td class="cell cell-vert">
<button on="tap:AMP.setState({
tr: tr + gameState.currentPlayer,
mc: mc + gameState.currentPlayer,
board: {
b: gameState.displayValues[gameState.currentPlayer]
},
gameState: {
currentPlayer: gameState.currentPlayer * -1
}
})" [text]="board.b ? board.b : ''" [class]="max(abs(tr),abs(mc)) == 3 ? 'grid-button win' : 'grid-button in-play'" [disabled]="board.b || max(abs(tr),abs(br),abs(lc),abs(rc),abs(fd),abs(bd),abs(mc),abs(mr)) == 3" class="grid-button in-play">
</button>
</td>
<td class="cell">
<button on="tap:AMP.setState({
tr: tr + gameState.currentPlayer,
rc: rc + gameState.currentPlayer,
fd: fd + gameState.currentPlayer,
board: {
c: gameState.displayValues[gameState.currentPlayer]
},
gameState: {
currentPlayer: gameState.currentPlayer * -1
}
})" [text]="board.c ? board.c : ''" [class]="max(abs(tr),abs(rc),abs(fd)) == 3 ? 'grid-button win' : 'grid-button in-play'" [disabled]="board.c || max(abs(tr),abs(br),abs(lc),abs(rc),abs(fd),abs(bd),abs(mc),abs(mr)) == 3" class="grid-button in-play">
</button>
</td>
</tr>
<tr>
<td class="cell cell-horiz">
<button on="tap:AMP.setState({
mr: mr + gameState.currentPlayer,
lc: lc + gameState.currentPlayer,
board: {
d: gameState.displayValues[gameState.currentPlayer]
},
gameState: {
currentPlayer: gameState.currentPlayer * -1
}
})" [text]="board.d ? board.d : ''" [class]="max(abs(mr),abs(lc)) == 3 ? 'grid-button win' : 'grid-button in-play'" [disabled]="board.d || max(abs(tr),abs(br),abs(lc),abs(rc),abs(fd),abs(bd),abs(mc),abs(mr)) == 3" class="grid-button in-play">
</button>
</td>
<td class="cell cell-horiz cell-vert">
<button on="tap:AMP.setState({
mr: mr + gameState.currentPlayer,
mc: mc + gameState.currentPlayer,
fd: fd + gameState.currentPlayer,bd: bd + gameState.currentPlayer,
board: {
e: gameState.displayValues[gameState.currentPlayer]
},
gameState: {
currentPlayer: gameState.currentPlayer * -1
}
})" [text]="board.e ? board.e : ''" [class]="max(abs(mr),abs(mc),abs(fd),abs(bd)) == 3 ? 'grid-button win' : 'grid-button in-play'" [disabled]="board.e || max(abs(tr),abs(br),abs(lc),abs(rc),abs(fd),abs(bd),abs(mc),abs(mr)) == 3" class="grid-button in-play">
</button>
</td>
<td class="cell cell-horiz">
<button on="tap:AMP.setState({
mr: mr + gameState.currentPlayer,
rc: rc + gameState.currentPlayer,
board: {
f: gameState.displayValues[gameState.currentPlayer]
},
gameState: {
currentPlayer: gameState.currentPlayer * -1
}
})" [text]="board.f ? board.f : ''" [class]="max(abs(mr),abs(rc)) == 3 ? 'grid-button win' : 'grid-button in-play'" [disabled]="board.f || max(abs(tr),abs(br),abs(lc),abs(rc),abs(fd),abs(bd),abs(mc),abs(mr)) == 3" class="grid-button in-play">
</button>
</td>
</tr>
<tr>
<td class="cell">
<button on="tap:AMP.setState({
br: br + gameState.currentPlayer,
lc: lc + gameState.currentPlayer,
fd: fd + gameState.currentPlayer,
board: {
g: gameState.displayValues[gameState.currentPlayer]
},
gameState: {
currentPlayer: gameState.currentPlayer * -1
}
})" [text]="board.g ? board.g : ''" [class]="max(abs(br),abs(lc),abs(fd)) == 3 ? 'grid-button win' : 'grid-button in-play'" [disabled]="board.g || max(abs(tr),abs(br),abs(lc),abs(rc),abs(fd),abs(bd),abs(mc),abs(mr)) == 3" class="grid-button in-play">
</button>
</td>
<td class="cell cell-vert">
<button on="tap:AMP.setState({
br: br + gameState.currentPlayer,
mc: mc + gameState.currentPlayer,
board: {
h: gameState.displayValues[gameState.currentPlayer]
},
gameState: {
currentPlayer: gameState.currentPlayer * -1
}
})" [text]="board.h ? board.h : ''" [class]="max(abs(br),abs(mc)) == 3 ? 'grid-button win' : 'grid-button in-play'" [disabled]="board.h || max(abs(tr),abs(br),abs(lc),abs(rc),abs(fd),abs(bd),abs(mc),abs(mr)) == 3" class="grid-button in-play">
</button>
</td>
<td class="cell">
<button on="tap:AMP.setState({
br: br + gameState.currentPlayer,
rc: rc + gameState.currentPlayer,
bd: bd + gameState.currentPlayer,
board: {
i: gameState.displayValues[gameState.currentPlayer]
},
gameState: {
currentPlayer: gameState.currentPlayer * -1
}
})" [text]="board.i ? board.i : ''" [class]="max(abs(br),abs(rc), abs(bd)) == 3 ? 'grid-button win' : 'grid-button in-play'" [disabled]="board.i || max(abs(tr),abs(br),abs(lc),abs(rc),abs(fd),abs(bd),abs(mc),abs(mr)) == 3" class="grid-button in-play">
</button>
</td>
</tr>
</table>
</div>
Resetting the game state
To start a new game, the board
and 8 tallies are reset to null
and the currentPlayer
reset to ⚡
.
<div class="reset-component">
<button class="reset-button" on="tap:AMP.setState({
gameState: {
currentPlayer: 1,
displayValues: {
'-1': 'O',
'1': '⚡'
}
},
tr: null,
mr: null,
br: null,
lc: null,
mc: null,
rc: null,
fd: null,
bd: null,
board: null
})">
Restart game
</button>
</div>
Top tips
Put ⚡ in the center square!
Si las explicaciones que se encuentran en esta página no responden todas sus preguntas, no dude en comunicarse con otros usuarios de AMP para discutir el caso de uso exacto.
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Editar ejemplo en GitHub-
Written by @garanj