React Dev Learn Tutorial Tic Tac Toe...
React Dev Learn Tutorial Tic Tac Toe...
Tutorial: Tic-Tac-Toe
You will build a small tic-tac-toe game during this tutorial. This
tutorial does not assume any existing React knowledge. The
techniques you’ll learn in the tutorial are fundamental to building
any React app, and fully understanding it will give you a deep
understanding of React.
Note
This tutorial is designed for people who prefer to learn by doing and
want to quickly try making something tangible. If you prefer learning
each concept step by step, start with Describing the UI.
Setup for the tutorial will give you a starting point to follow the tutorial.
Overview will teach you the fundamentals of React: components, props,
and state.
Completing the game will teach you the most common techniques in
React development.
Adding time travel will give you a deeper insight into the unique strengths
of React.
App.js Download
Next player: X
1. Go to game start
If the code doesn’t make sense to you yet, or if you are unfamiliar with the
code’s syntax, don’t worry! The goal of this tutorial is to help you understand
React and its syntax.
We recommend that you check out the tic-tac-toe game above before
continuing with the tutorial. One of the features that you’ll notice is that
there is a numbered list to the right of the game’s board. This list gives you a
history of all of the moves that have occurred in the game, and it is updated
as the game progresses.
Once you’ve played around with the finished tic-tac-toe game, keep scrolling.
You’ll start with a simpler template in this tutorial. Our next step is to set you
up so that you can start building the game.
App.js Download
You can also follow this tutorial using your local development
environment. To do this, you need to:
1. Install Node.js
2. In the CodeSandbox tab you opened earlier, press the top-left
corner button to open the menu, and then choose Download
Sandbox in that menu to download an archive of the files locally
3. Unzip the archive, then open a terminal and cd to the directory
you unzipped
4. Install the dependencies with npm install
5. Run npm start to start a local server and follow the prompts to
view the code running in a browser
If you get stuck, don’t let this stop you! Follow along online instead
and try a local setup again later.
Overview
Now that you’re set up, let’s get an overview of React!
1. The Files section with a list of files like App.js , index.js , styles.css
and a folder called public
2. The code editor where you’ll see the source code of your selected file
3. The browser section where you’ll see how the code you’ve written will be
displayed
The App.js file should be selected in the Files section. The contents of that
file in the code editor should be:
App.js
The code in App.js creates a component. In React, a component is a piece of
reusable code that represents a part of a user interface. Components are
used to render, manage, and update the UI elements in your application. Let’s
look at the component line by line to see what’s going on:
The first line defines a function called Square . The export JavaScript
keyword makes this function accessible outside of this file. The default
keyword tells other files using your code that it’s the main function in your
file.
The second line returns a button. The return JavaScript keyword means
whatever comes after is returned as a value to the caller of the function.
<button> is a JSX element. A JSX element is a combination of JavaScript
code and HTML tags that describes what you’d like to display.
className="square" is a button property or prop that tells CSS how to style
the button. X is the text displayed inside of the button and </button> closes
the JSX element to indicate that any following content shouldn’t be placed
inside the button.
styles.css
index.js
Click on the file labeled index.js in the Files section of CodeSandbox. You
won’t be editing this file during the tutorial but it is the bridge between the
component you created in the App.js file and the web browser.
React
React’s library to talk to web browsers (React DOM)
the styles for your components
the component you created in App.js .
The remainder of the file brings all the pieces together and injects the final
product into index.html in the public folder.
Let’s get back to App.js . This is where you’ll spend the rest of the tutorial.
Currently the board is only a single square, but you need nine! If you just try
and copy paste your square to make two squares like this:
Console
React components need to return a single JSX element and not multiple
adjacent JSX elements like two buttons. To fix this you can use Fragments
( <> and </> ) to wrap multiple adjacent JSX elements like this:
Great! Now you just need to copy-paste a few times to add nine squares
and…
Oh no! The squares are all in a single line, not in a grid like you need for our
board. To fix this you’ll need to group your squares into rows with div s and
add some CSS classes. While you’re at it, you’ll give each square a number to
make sure you know where each square is displayed.
In the App.js file, update the Square component to look like this:
The CSS defined in styles.css styles the divs with the className of
board-row . Now that you’ve grouped your components into rows with the
styled div s you have your tic-tac-toe board:
But you now have a problem. Your component named Square , really isn’t a
square anymore. Let’s fix that by changing the name to Board :
App.js Download
Psssst… That’s a lot to type! It’s okay to copy and paste code from
this page. However, if you’re up for a little challenge, we recommend
only copying code that you’ve manually typed at least once yourself.
Next, you’ll want to change the value of a square from empty to “X” when the
user clicks on the square. With how you’ve built the board so far you would
need to copy-paste the code that updates the square nine times (once for
each square you have)! Instead of copy-pasting, React’s component
architecture allows you to create a reusable component to avoid messy,
duplicated code.
First, you are going to copy the line defining your first square ( <button
className="square">1</button> ) from your Board component into a new
Square component:
function Square() {
return <button className="square">1</button>;
}
Then you’ll update the Board component to render that Square component
using JSX syntax:
// ...
export default function Board() {
return (
<>
<div className="board-row">
<Square />
<Square />
<Square />
</div>
<div className="board-row">
<Square />
<Square />
<Square />
</div>
<div className="board-row">
<Square />
<Square />
<Square />
</div>
</>
);
}
Note how unlike the browser div s, your own components Board and
Square must start with a capital letter.
Update the Square component to read the value prop that you’ll pass from
the Board :
Now you want to display that value instead of 1 inside every square. Try
doing it like this:
This is because the Board component hasn’t passed the value prop to each
Square component it renders yet. To fix it you’ll add the value prop to each
Square component rendered by the Board component:
App.js Download
Let’s fill the Square component with an X when you click it. Declare a
function called handleClick inside of the Square . Then, add onClick to the
props of the button JSX element returned from the Square :
return (
<button
className="square"
onClick={handleClick}
>
{value}
</button>
);
}
If you click on a square now, you should see a log saying "clicked!" in the
Console tab at the bottom of the Browser section in CodeSandbox. Clicking
the square more than once will log "clicked!" again. Repeated console logs
with the same message will not create more lines in the console. Instead, you
will see an incrementing counter next to your first "clicked!" log.
Note
As a next step, you want the Square component to “remember” that it got
clicked, and fill it with an “X” mark. To “remember” things, components use
state.
React provides a special function called useState that you can call from your
component to let it “remember” things. Let’s store the current value of the
Square in state, and change it when the Square is clicked.
Import useState at the top of the file. Remove the value prop from the
Square component. Instead, add a new line at the start of the Square that
calls useState . Have it return a state variable called value :
function Square() {
const [value, setValue] = useState(null);
function handleClick() {
//...
value stores the value and setValue is a function that can be used to
change the value. The null passed to useState is used as the initial value
for this state variable, so value here starts off equal to null .
// ...
export default function Board() {
return (
<>
<div className="board-row">
<Square />
<Square />
<Square />
</div>
<div className="board-row">
<Square />
<Square />
<Square />
</div>
<div className="board-row">
<Square />
<Square />
<Square />
</div>
</>
);
}
Now you’ll change Square to display an “X” when clicked. Replace the
console.log("clicked!"); event handler with setValue('X'); . Now your
Square component looks like this:
function Square() {
const [value, setValue] = useState(null);
function handleClick() {
setValue('X');
}
return (
<button
className="square"
onClick={handleClick}
>
{value}
</button>
);
}
By calling this set function from an onClick handler, you’re telling React to
re-render that Square whenever its <button> is clicked. After the update,
the Square ’s value will be 'X' , so you’ll see the “X” on the game board.
Click on any Square, and “X” should show up:
Each Square has its own state: the value stored in each Square is
completely independent of the others. When you call a set function in a
component, React automatically updates the child components inside too.
After you’ve made the above changes, your code will look like this:
App.js Download
function Square() {
const [value, setValue] = useState(null);
function handleClick() {
setValue('X');
}
return (
<button
className="square"
Show more
React DevTools let you check the props and the state of your React
components. You can find the React DevTools tab at the bottom of the
browser section in CodeSandbox:
To inspect a particular component on the screen, use the button in the top
left corner of React DevTools:
Note
Lifting state up
How would you approach that? At first, you might guess that the Board
needs to “ask” each Square for that Square ’s state. Although this approach
is technically possible in React, we discourage it because the code becomes
difficult to understand, susceptible to bugs, and hard to refactor. Instead, the
best approach is to store the game’s state in the parent Board component
instead of in each Square . The Board component can tell each Square what
to display by passing a prop, like you did when you passed a number to each
Square.
Let’s take this opportunity to try it out. Edit the Board component so that it
declares a state variable named squares that defaults to an array of 9 nulls
corresponding to the 9 squares:
// ...
export default function Board() {
const [squares, setSquares] = useState(Array(9).fill(null));
return (
// ...
);
}
Now your Board component needs to pass the value prop down to each
Square that it renders:
Next, you’ll edit the Square component to receive the value prop from the
Board component. This will require removing the Square component’s own
stateful tracking of value and the button’s onClick prop:
function Square({value}) {
return <button className="square">{value}</button>;
}
App.js Download
Each Square will now receive a value prop that will either be 'X' , 'O' , or
null for empty squares.
Next, you need to change what happens when a Square is clicked. The
Board component now maintains which squares are filled. You’ll need to
create a way for the Square to update the Board ’s state. Since state is
private to a component that defines it, you cannot update the Board ’s state
directly from Square .
Instead, you’ll pass down a function from the Board component to the
Square component, and you’ll have Square call that function when a square
is clicked. You’ll start with the function that the Square component will call
when it is clicked. You’ll call that function onSquareClick :
return (
<>
<div className="board-row">
<Square value={squares[0]} onSquareClick={handleClick} />
//...
);
}
Lastly, you will define the handleClick function inside the Board component
to update the squares array holding your board’s state:
function handleClick() {
const nextSquares = squares.slice();
nextSquares[0] = "X";
setSquares(nextSquares);
}
return (
// ...
)
}
Calling the setSquares function lets React know the state of the component
has changed. This will trigger a re-render of the components that use the
squares state ( Board ) as well as its child components (the Square
components that make up the board).
Note
Now you can add X’s to the board… but only to the upper left square. Your
handleClick function is hardcoded to update the index for the upper left
square ( 0 ). Let’s update handleClick to be able to update any square. Add
an argument i to the handleClick function that takes the index of the
square to update:
function handleClick(i) {
const nextSquares = squares.slice();
nextSquares[i] = "X";
setSquares(nextSquares);
}
return (
// ...
)
}
Next, you will need to pass that i to handleClick . You could try to set the
onSquareClick prop of square to be handleClick(0) directly in the JSX like
this, but it won’t work:
Here is why this doesn’t work. The handleClick(0) call will be a part of
rendering the board component. Because handleClick(0) alters the state of
the board component by calling setSquares , your entire board component
will be re-rendered again. But this runs handleClick(0) again, leading to an
infinite loop:
Console
However, defining nine different functions and giving each of them a name is
too verbose. Instead, let’s do this:
Now you need to update the other eight squares to call handleClick from
the arrow functions you pass. Make sure that the argument for each call of
the handleClick corresponds to the index of the correct square:
But this time all the state management is handled by the Board component!
App.js Download
Show more
Now that your state handling is in the Board component, the parent Board
component passes props to the child Square components so that they can
be displayed correctly. When clicking on a Square , the child Square
component now asks the parent Board component to update the state of
the board. When the Board ’s state changes, both the Board component and
every child Square re-renders automatically. Keeping the state of all squares
in the Board component will allow it to determine the winner in the future.
Let’s recap what happens when a user clicks the top left square on your
board to add an X to it:
1. Clicking on the upper left square runs the function that the button
received as its onClick prop from the Square . The Square component
received that function as its onSquareClick prop from the Board . The
Board component defined that function directly in the JSX. It calls
handleClick with an argument of 0 .
2. handleClick uses the argument ( 0 ) to update the first element of the
squares array from null to X .
3. The squares state of the Board component was updated, so the Board
and all of its children re-render. This causes the value prop of the Square
component with index 0 to change from null to X .
In the end the user sees that the upper left square has changed from empty
to having an X after clicking it.
Note
There are generally two approaches to changing data. The first approach is to
mutate the data by directly changing the data’s values. The second approach
is to replace the data with a new copy which has the desired changes. Here is
what it would look like if you mutated the squares array:
const squares = [null, null, null, null, null, null, null, null, null];
squares[0] = 'X';
// Now `squares` is ["X", null, null, null, null, null, null, null, null];
And here is what it would look like if you changed data without mutating the
squares array:
const squares = [null, null, null, null, null, null, null, null, null];
const nextSquares = ['X', null, null, null, null, null, null, null, null];
// Now `squares` is unchanged, but `nextSquares` first element is 'X' rath
The result is the same but by not mutating (changing the underlying data)
directly, you gain several benefits.
Taking turns
It’s now time to fix a major defect in this tic-tac-toe game: the “O”s cannot be
marked on the board.
You’ll set the first move to be “X” by default. Let’s keep track of this by
adding another piece of state to the Board component:
function Board() {
const [xIsNext, setXIsNext] = useState(true);
const [squares, setSquares] = useState(Array(9).fill(null));
// ...
}
function handleClick(i) {
const nextSquares = squares.slice();
if (xIsNext) {
nextSquares[i] = "X";
} else {
nextSquares[i] = "O";
}
setSquares(nextSquares);
setXIsNext(!xIsNext);
}
return (
//...
);
}
Now, as you click on different squares, they will alternate between X and O ,
as they should!
But wait, there’s a problem. Try clicking on the same square multiple times:
The X is overwritten by an O ! While this would add a very interesting twist to
the game, we’re going to stick to the original rules for now.
When you mark a square with an X or an O you aren’t first checking to see if
the square already has an X or O value. You can fix this by returning early.
You’ll check to see if the square already has an X or an O . If the square is
already filled, you will return in the handleClick function early—before it
tries to update the board state.
function handleClick(i) {
if (squares[i]) {
return;
}
const nextSquares = squares.slice();
//...
}
Now you can only add X ’s or O ’s to empty squares! Here is what your code
should look like at this point:
App.js Download
Declaring a winner
Now that the players can take turns, you’ll want to show when the game is
won and there are no more turns to make. To do this you’ll add a helper
function called calculateWinner that takes an array of 9 squares, checks for
a winner and returns 'X' , 'O' , or null as appropriate. Don’t worry too
much about the calculateWinner function; it’s not specific to React:
function calculateWinner(squares) {
const lines = [
[0, 1, 2],
[3, 4, 5],
[6, 7, 8],
[0, 3, 6],
[1, 4, 7],
[2, 5, 8],
[0, 4, 8],
[2, 4, 6]
];
for (let i = 0; i < lines.length; i++) {
const [a, b, c] = lines[i];
if (squares[a] && squares[a] === squares[b] && squares[a] === squares[
return squares[a];
}
}
return null;
}
Note
function handleClick(i) {
if (squares[i] || calculateWinner(squares)) {
return;
}
const nextSquares = squares.slice();
//...
}
To let the players know when the game is over, you can display text such as
“Winner: X” or “Winner: O”. To do that you’ll add a status section to the
Board component. The status will display the winner if the game is over and
if the game is ongoing you’ll display which player’s turn is next:
return (
<>
<div className="status">{status}</div>
<div className="board-row">
// ...
)
}
Congratulations! You now have a working tic-tac-toe game. And you’ve just
learned the basics of React too. So you are the real winner here. Here is what
the code should look like:
App.js Download
Show more
If you mutated the squares array, implementing time travel would be very
difficult.
However, you used slice() to create a new copy of the squares array after
every move, and treated it as immutable. This will allow you to store every
past version of the squares array, and navigate between the turns that have
already happened.
You’ll store the past squares arrays in another array called history , which
you’ll store as a new state variable. The history array represents all board
states, from the first to the last move, and has a shape like this:
[
// Before first move
[null, null, null, null, null, null, null, null, null],
// After first move
[null, null, null, null, 'X', null, null, null, null],
// After second move
[null, null, null, null, 'X', null, null, null, 'O'],
// ...
]
You will now write a new top-level component called Game to display a list of
past moves. That’s where you will place the history state that contains the
entire game history.
Placing the history state into the Game component will let you remove the
squares state from its child Board component. Just like you “lifted state
up” from the Square component into the Board component, you will now lift
it up from the Board into the top-level Game component. This gives the
Game component full control over the Board ’s data and lets it instruct the
Board to render previous turns from the history .
First, add a Game component with export default . Have it render the
Board component and some markup:
function Board() {
// ...
}
Note that you are removing the export default keywords before the
function Board() { declaration and adding them before the function
Game() { declaration. This tells your index.js file to use the Game
component as the top-level component instead of your Board component.
The additional div s returned by the Game component are making room for
the game information you’ll add to the board later.
Add some state to the Game component to track which player is next and the
history of moves:
To render the squares for the current move, you’ll want to read the last
squares array from the history . You don’t need useState for this—you
already have enough information to calculate it during rendering:
Next, create a handlePlay function inside the Game component that will be
called by the Board component to update the game. Pass xIsNext ,
currentSquares and handlePlay as props to the Board component:
function handlePlay(nextSquares) {
// TODO
}
return (
<div className="game">
<div className="game-board">
<Board xIsNext={xIsNext} squares={currentSquares} onPlay={handlePl
//...
)
}
Let’s make the Board component fully controlled by the props it receives.
Change the Board component to take three props: xIsNext , squares , and a
new onPlay function that Board can call with the updated squares array
when a player makes a move. Next, remove the first two lines of the Board
function that call useState :
What should handlePlay do when called? Remember that Board used to call
setSquares with an updated array; now it passes the updated squares array
to onPlay .
Here, [...history, nextSquares] creates a new array that contains all the
items in history , followed by nextSquares . (You can read the ...history
spread syntax as “enumerate all the items in history ”.)
At this point, you’ve moved the state to live in the Game component, and the
UI should be fully working, just as it was before the refactor. Here is what the
code should look like at this point:
App.js Download
Since you are recording the tic-tac-toe game’s history, you can now display a
list of past moves to the player.
React elements like <button> are regular JavaScript objects; you can pass
them around in your application. To render multiple items in React, you can
use an array of React elements.
You already have an array of history moves in state, so now you need to
transform it to an array of React elements. In JavaScript, to transform one
array into another, you can use the array map method:
function handlePlay(nextSquares) {
setHistory([...history, nextSquares]);
setXIsNext(!xIsNext);
}
function jumpTo(nextMove) {
// TODO
}
return (
<div className="game">
<div className="game-board">
<Board xIsNext={xIsNext} squares={currentSquares} onPlay={handlePl
</div>
<div className="game-info">
<ol>{moves}</ol>
</div>
</div>
);
}
You can see what your code should look like below. Note that you should see
an error in the developer tools console that says:
Console
App.js Download
Show more
As you iterate through the history array inside the function you passed to
map , the squares argument goes through each element of history , and the
move argument goes through each array index: 0 , 1 , 2 , …. (In most cases,
you’d need the actual array elements, but to render a list of moves you will
only need indexes.)
For each move in the tic-tac-toe game’s history, you create a list item <li>
which contains a button <button> . The button has an onClick handler
which calls a function called jumpTo (that you haven’t implemented yet).
For now, you should see a list of the moves that occurred in the game and an
error in the developer tools console. Let’s discuss what the “key” error
means.
Picking a key
When you render a list, React stores some information about each rendered
list item. When you update a list, React needs to determine what has
changed. You could have added, removed, re-arranged, or updated the list’s
items.
In addition to the updated counts, a human reading this would probably say
that you swapped Alexa and Ben’s ordering and inserted Claudia between
Alexa and Ben. However, React is a computer program and does not know
what you intended, so you need to specify a key property for each list item to
differentiate each list item from its siblings. If your data was from a database,
Alexa, Ben, and Claudia’s database IDs could be used as keys.
<li key={user.id}>
{user.name}: {user.taskCount} tasks left
</li>
When a list is re-rendered, React takes each list item’s key and searches the
previous list’s items for a matching key. If the current list has a key that didn’t
exist before, React creates a component. If the current list is missing a key
that existed in the previous list, React destroys the previous component. If
two keys match, the corresponding component is moved.
Keys tell React about the identity of each component, which allows React to
maintain state between re-renders. If a component’s key changes, the
component will be destroyed and re-created with a new state.
If no key is specified, React will report an error and use the array index as a
key by default. Using the array index as a key is problematic when trying to
re-order a list’s items or inserting/removing list items. Explicitly passing key=
{i} silences the error but has the same problems as array indices and is not
recommended in most cases.
Keys do not need to be globally unique; they only need to be unique between
components and their siblings.
In the tic-tac-toe game’s history, each past move has a unique ID associated
with it: it’s the sequential number of the move. Moves will never be re-
ordered, deleted, or inserted in the middle, so it’s safe to use the move index
as a key.
In the Game function, you can add the key as <li key={move}> , and if you
reload the rendered game, React’s “key” error should disappear:
App.js Download
Show more
Before you can implement jumpTo , you need the Game component to keep
track of which step the user is currently viewing. To do this, define a new
state variable called currentMove , defaulting to 0 :
Next, update the jumpTo function inside Game to update that currentMove .
You’ll also set xIsNext to true if the number that you’re changing
currentMove to is even.
You will now make two changes to the Game ’s handlePlay function which is
called when you click on a square.
If you “go back in time” and then make a new move from that point, you
only want to keep the history up to that point. Instead of adding
nextSquares after all items ( ... spread syntax) in history , you’ll add it
after all items in history.slice(0, currentMove + 1) so that you’re only
keeping that portion of the old history.
Each time a move is made, you need to update currentMove to point to
the latest history entry.
function handlePlay(nextSquares) {
const nextHistory = [...history.slice(0, currentMove + 1), nextSquares];
setHistory(nextHistory);
setCurrentMove(nextHistory.length - 1);
setXIsNext(!xIsNext);
}
Finally, you will modify the Game component to render the currently selected
move, instead of always rendering the final move:
// ...
}
If you click on any step in the game’s history, the tic-tac-toe board should
immediately update to show what the board looked like after that step
occurred.
App.js Download
Show more
Final cleanup
If you look at the code very closely, you may notice that xIsNext === true
when currentMove is even and xIsNext === false when currentMove is
odd. In other words, if you know the value of currentMove , then you can
always figure out what xIsNext should be.
There’s no reason for you to store both of these in state. In fact, always try to
avoid redundant state. Simplifying what you store in state reduces bugs and
makes your code easier to understand. Change Game so that it doesn’t store
xIsNext as a separate state variable and instead figures it out based on the
currentMove :
function handlePlay(nextSquares) {
const nextHistory = [...history.slice(0, currentMove + 1), nextSquares
setHistory(nextHistory);
setCurrentMove(nextHistory.length - 1);
}
function jumpTo(nextMove) {
setCurrentMove(nextMove);
}
// ...
}
You no longer need the xIsNext state declaration or the calls to setXIsNext .
Now, there’s no chance for xIsNext to get out of sync with currentMove ,
even if you make a mistake while coding the components.
Wrapping up
Nice work! We hope you now feel like you have a decent grasp of how React
works.
App.js Download
If you have extra time or want to practice your new React skills, here are
some ideas for improvements that you could make to the tic-tac-toe game,
listed in order of increasing difficulty:
1. For the current move only, show “You are at move #…” instead of a button.
2. Rewrite Board to use two loops to make the squares instead of
hardcoding them.
3. Add a toggle button that lets you sort the moves in either ascending or
descending order.
4. When someone wins, highlight the three squares that caused the win (and
when no one wins, display a message about the result being a draw).
5. Display the location for each move in the format (row, col) in the move
history list.
Quick Start
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Thinking in React
uwu?
Describing the UI
Adding Interactivity
Managing State
Escape Hatches
Community More
Acknowledgements Terms