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.
The tutorial is divided into several sections:
- 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.
What are you building?
In this tutorial, you’ll build an interactive tic-tac-toe game with React.
You can see what it will look like when you’re finished here:
import { useState } from 'react'; function Square({ value, onSquareClick }) { return ( <button className="square" onClick={onSquareClick}> {value} </button> ); } function Board({ xIsNext, squares, onPlay }) { function handleClick(i) { if (calculateWinner(squares) || squares[i]) { return; } const nextSquares = squares.slice(); if (xIsNext) { nextSquares[i] = 'X'; } else { nextSquares[i] = 'O'; } onPlay(nextSquares); } const winner = calculateWinner(squares); let status; if (winner) { status = 'Winner: ' + winner; } else { status = 'Next player: ' + (xIsNext ? 'X' : 'O'); } return ( <> <div className="status">{status}</div> <div className="board-row"> <Square value={squares[0]} onSquareClick={() => handleClick(0)} /> <Square value={squares[1]} onSquareClick={() => handleClick(1)} /> <Square value={squares[2]} onSquareClick={() => handleClick(2)} /> </div> <div className="board-row"> <Square value={squares[3]} onSquareClick={() => handleClick(3)} /> <Square value={squares[4]} onSquareClick={() => handleClick(4)} /> <Square value={squares[5]} onSquareClick={() => handleClick(5)} /> </div> <div className="board-row"> <Square value={squares[6]} onSquareClick={() => handleClick(6)} /> <Square value={squares[7]} onSquareClick={() => handleClick(7)} /> <Square value={squares[8]} onSquareClick={() => handleClick(8)} /> </div> </> ); } export default function Game() { const [history, setHistory] = useState([Array(9).fill(null)]); const [currentMove, setCurrentMove] = useState(0); const xIsNext = currentMove % 2 === 0; const currentSquares = history[currentMove]; function handlePlay(nextSquares) { const nextHistory = [...history.slice(0, currentMove + 1), nextSquares]; setHistory(nextHistory); setCurrentMove(nextHistory.length - 1); } function jumpTo(nextMove) { setCurrentMove(nextMove); } const moves = history.map((squares, move) => { let description; if (move > 0) { description = 'Go to move #' + move; } else { description = 'Go to game start'; } return ( <li key={move}> <button onClick={() => jumpTo(move)}>{description}</button> </li> ); }); return ( <div className="game"> <div className="game-board"> <Board xIsNext={xIsNext} squares={currentSquares} onPlay={handlePlay} /> </div> <div className="game-info"> <ol>{moves}</ol> </div> </div> ); } 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[c]) { return squares[a]; } } return null; }
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.
Setup for the tutorial
In the live code editor below, click Fork in the top-right corner to open the editor in a new tab using the website CodeSandbox. CodeSandbox lets you write code in your browser and preview how your users will see the app you’ve created. The new tab should display an empty square and the starter code for this tutorial.
export default function Square() { return <button className="square">X</button>; }
Overview
Now that you’re set up, let’s get an overview of React!
Inspecting the starter code
In CodeSandbox you’ll see three main sections:
- The Files section with a list of files like
App.js
,index.js
,styles.css
and a folder calledpublic
- The code editor where you’ll see the source code of your selected file
- 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:
export default function Square() {
return <button className="square">X</button>;
}
The browser section should be displaying a square with a X in it like this:
Now let’s have a look at the files in the starter code.
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:
export default function Square() {
return <button className="square">X</button>;
}
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.
export default function Square() {
return <button className="square">X</button>;
}
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
Click on the file labeled styles.css
in the Files section of CodeSandbox. This file defines the styles for your React app. The first two CSS selectors (*
and body
) define the style of large parts of your app while the .square
selector defines the style of any component where the className
property is set to square
. In your code, that would match the button from your Square component in the App.js
file.
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.
import { StrictMode } from 'react';
import { createRoot } from 'react-dom/client';
import './styles.css';
import App from './App';
Lines 1-5 bring all the necessary pieces together:
- 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.
Building the board
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:
export default function Square() {
return <button className="square">X</button><button className="square">X</button>;
}
You’ll get this error:
<>...</>
?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:
export default function Square() {
return (
<>
<button className="square">X</button>
<button className="square">X</button>
</>
);
}
Now you should see:
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:
export default function Square() {
return (
<>
<div className="board-row">
<button className="square">1</button>
<button className="square">2</button>
<button className="square">3</button>
</div>
<div className="board-row">
<button className="square">4</button>
<button className="square">5</button>
<button className="square">6</button>
</div>
<div className="board-row">
<button className="square">7</button>
<button className="square">8</button>
<button className="square">9</button>
</div>
</>
);
}
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
:
export default function Board() {
//...
}
At this point your code should look something like this:
export default function Board() { return ( <> <div className="board-row"> <button className="square">1</button> <button className="square">2</button> <button className="square">3</button> </div> <div className="board-row"> <button className="square">4</button> <button className="square">5</button> <button className="square">6</button> </div> <div className="board-row"> <button className="square">7</button> <button className="square">8</button> <button className="square">9</button> </div> </> ); }
Passing data through props
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>;
}
export default function Board() {
// ...
}
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.
Let’s take a look:
Oh no! You lost the numbered squares you had before. Now each square says “1”. To fix this, you will use props to pass the value each square should have from the parent component (Board
) to its child (Square
).
Update the Square
component to read the value
prop that you’ll pass from the Board
:
function Square({ value }) {
return <button className="square">1</button>;
}
function Square({ value })
indicates the Square component can be passed a prop called value
.
Now you want to display that value
instead of 1
inside every square. Try doing it like this:
function Square({ value }) {
return <button className="square">value</button>;
}
Oops, this is not what you wanted:
You wanted to render the JavaScript variable called value
from your component, not the word “value”. To “escape into JavaScript” from JSX, you need curly braces. Add curly braces around value
in JSX like so:
function Square({ value }) {
return <button className="square">{value}</button>;
}
For now, you should see an empty board:
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:
export default function Board() {
return (
<>
<div className="board-row">
<Square value="1" />
<Square value="2" />
<Square value="3" />
</div>
<div className="board-row">
<Square value="4" />
<Square value="5" />
<Square value="6" />
</div>
<div className="board-row">
<Square value="7" />
<Square value="8" />
<Square value="9" />
</div>
</>
);
}
Now you should see a grid of numbers again:
Your updated code should look like this:
function Square({ value }) { return <button className="square">{value}</button>; } export default function Board() { return ( <> <div className="board-row"> <Square value="1" /> <Square value="2" /> <Square value="3" /> </div> <div className="board-row"> <Square value="4" /> <Square value="5" /> <Square value="6" /> </div> <div className="board-row"> <Square value="7" /> <Square value="8" /> <Square value="9" /> </div> </> ); }
Making an interactive component
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
:
function Square({ value }) {
function handleClick() {
console.log('clicked!');
}
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.
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
:
import { useState } from 'react';
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
.
Since the Square
component no longer accepts props anymore, you’ll remove the value
prop from all nine of the Square components created by the Board component:
// ...
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:
import { useState } from 'react'; function Square() { const [value, setValue] = useState(null); function handleClick() { setValue('X'); } return ( <button className="square" onClick={handleClick} > {value} </button> ); } 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> </> ); }
React Developer Tools
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:
Completing the game
By this point, you have all the basic building blocks for your tic-tac-toe game. To have a complete game, you now need to alternate placing “X”s and “O”s on the board, and you need a way to determine a winner.
Lifting state up
Currently, each Square
component maintains a part of the game’s state. To check for a winner in a tic-tac-toe game, the Board
would need to somehow know the state of each of the 9 Square
components.
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.
To collect data from multiple children, or to have two child components communicate with each other, declare the shared state in their parent component instead. The parent component can pass that state back down to the children via props. This keeps the child components in sync with each other and with their parent.
Lifting state into a parent component is common when React components are refactored.
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 (
// ...
);
}
Array(9).fill(null)
creates an array with nine elements and sets each of them to null
. The useState()
call around it declares a squares
state variable that’s initially set to that array. Each entry in the array corresponds to the value of a square. When you fill the board in later, the squares
array will look like this:
['O', null, 'X', 'X', 'X', 'O', 'O', null, null]
Now your Board
component needs to pass the value
prop down to each Square
that it renders:
export default function Board() {
const [squares, setSquares] = useState(Array(9).fill(null));
return (
<>
<div className="board-row">
<Square value={squares[0]} />
<Square value={squares[1]} />
<Square value={squares[2]} />
</div>
<div className="board-row">
<Square value={squares[3]} />
<Square value={squares[4]} />
<Square value={squares[5]} />
</div>
<div className="board-row">
<Square value={squares[6]} />
<Square value={squares[7]} />
<Square value={squares[8]} />
</div>
</>
);
}
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>;
}
At this point you should see an empty tic-tac-toe board:
And your code should look like this:
import { useState } from 'react'; function Square({ value }) { return <button className="square">{value}</button>; } export default function Board() { const [squares, setSquares] = useState(Array(9).fill(null)); return ( <> <div className="board-row"> <Square value={squares[0]} /> <Square value={squares[1]} /> <Square value={squares[2]} /> </div> <div className="board-row"> <Square value={squares[3]} /> <Square value={squares[4]} /> <Square value={squares[5]} /> </div> <div className="board-row"> <Square value={squares[6]} /> <Square value={squares[7]} /> <Square value={squares[8]} /> </div> </> ); }
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
:
function Square({ value }) {
return (
<button className="square" onClick={onSquareClick}>
{value}
</button>
);
}
Next, you’ll add the onSquareClick
function to the Square
component’s props:
function Square({ value, onSquareClick }) {
return (
<button className="square" onClick={onSquareClick}>
{value}
</button>
);
}
Now you’ll connect the onSquareClick
prop to a function in the Board
component that you’ll name handleClick
. To connect onSquareClick
to handleClick
you’ll pass a function to the onSquareClick
prop of the first Square
component:
export default function Board() {
const [squares, setSquares] = useState(Array(9).fill(null));
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:
export default function Board() {
const [squares, setSquares] = useState(Array(9).fill(null));
function handleClick() {
const nextSquares = squares.slice();
nextSquares[0] = "X";
setSquares(nextSquares);
}
return (
// ...
)
}
The handleClick
function creates a copy of the squares
array (nextSquares
) with the JavaScript slice()
Array method. Then, handleClick
updates the nextSquares
array to add X
to the first ([0]
index) square.
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).
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:
export default function Board() {
const [squares, setSquares] = useState(Array(9).fill(null));
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:
<Square value={squares[0]} onSquareClick={handleClick(0)} />
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:
Why didn’t this problem happen earlier?
When you were passing >, you were passing the
handleClick
function down as a prop. You were not calling it! But now you are calling that function right away—notice the parentheses in handleClick(0)
—and that’s why it runs too early. You don’t want to call handleClick
until the user clicks!
You could fix this by creating a function like handleFirstSquareClick
that calls handleClick(0)
, a function like handleSecondSquareClick
that calls handleClick(1)
, and so on. You would pass (rather than call) these functions down as props like >. This would solve the infinite loop.
However, defining nine different functions and giving each of them a name is too verbose. Instead, let’s do this:
export default function Board() {
// ...
return (
<>
<div className="board-row">
<Square value={squares[0]} onSquareClick={() => handleClick(0)} />
// ...
);
}
Notice the new () =>
syntax. Here, () => handleClick(0)
is an arrow function, which is a shorter way to define functions. When the square is clicked, the code after the =>
“arrow” will run, calling handleClick(0)
.
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:
export default function Board() {
// ...
return (
<>
<div className="board-row">
<Square value={squares[0]} onSquareClick={() => handleClick(0)} />
<Square value={squares[1]} onSquareClick={() => handleClick(1)} />
<Square value={squares[2]} onSquareClick={() => handleClick(2)} />
</div>
<div className="board-row">
<Square value={squares[3]} onSquareClick={() => handleClick(3)} />
<Square value={squares[4]} onSquareClick={() => handleClick(4)} />
<Square value={squares[5]} onSquareClick={() => handleClick(5)} />
</div>
<div className="board-row">
<Square value={squares[6]} onSquareClick={() => handleClick(6)} />
<Square value={squares[7]} onSquareClick={() => handleClick(7)} />
<Square value={squares[8]} onSquareClick={() => handleClick(8)} />
</div>
</>
);
};
Now you can again add X’s to any square on the board by clicking on them:
But this time all the state management is handled by the Board
component!
This is what your code should look like:
import { useState } from 'react'; function Square({ value, onSquareClick }) { return ( <button className="square" onClick={onSquareClick}> {value} </button> ); } export default function Board() { const [squares, setSquares] = useState(Array(9).fill(null)); function handleClick(i) { const nextSquares = squares.slice(); nextSquares[i] = 'X'; setSquares(nextSquares); } return ( <> <div className="board-row"> <Square value={squares[0]} onSquareClick={() => handleClick(0)} /> <Square value={squares[1]} onSquareClick={() => handleClick(1)} /> <Square value={squares[2]} onSquareClick={() => handleClick(2)} /> </div> <div className="board-row"> <Square value={squares[3]} onSquareClick={() => handleClick(3)} /> <Square value={squares[4]} onSquareClick={() => handleClick(4)} /> <Square value={squares[5]} onSquareClick={() => handleClick(5)} /> </div> <div className="board-row"> <Square value={squares[6]} onSquareClick={() => handleClick(6)} /> <Square value={squares[7]} onSquareClick={() => handleClick(7)} /> <Square value={squares[8]} onSquareClick={() => handleClick(8)} /> </div> </> ); }
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:
- Clicking on the upper left square runs the function that the
button
received as itsonClick
prop from theSquare
. TheSquare
component received that function as itsonSquareClick
prop from theBoard
. TheBoard
component defined that function directly in the JSX. It callshandleClick
with an argument of0
. handleClick
uses the argument (0
) to update the first element of thesquares
array fromnull
toX
.- The
squares
state of theBoard
component was updated, so theBoard
and all of its children re-render. This causes thevalue
prop of theSquare
component with index0
to change fromnull
toX
.
In the end the user sees that the upper left square has changed from empty to having a X
after clicking it.
Why immutability is important
Note how in handleClick
, you call .slice()
to create a copy of the squares
array instead of modifying the existing array. To explain why, we need to discuss immutability and why immutability is important to learn.
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' rather than `null`
The result is the same but by not mutating (changing the underlying data) directly, you gain several benefits.
Immutability makes complex features much easier to implement. Later in this tutorial, you will implement a “time travel” feature that lets you review the game’s history and “jump back” to past moves. This functionality isn’t specific to games—an ability to undo and redo certain actions is a common requirement for apps. Avoiding direct data mutation lets you keep previous versions of the data intact, and reuse them later.
There is also another benefit of immutability. By default, all child components re-render automatically when the state of a parent component changes. This includes even the child components that weren’t affected by the change. Although re-rendering is not by itself noticeable to the user (you shouldn’t actively try to avoid it!), you might want to skip re-rendering a part of the tree that clearly wasn’t affected by it for performance reasons. Immutability makes it very cheap for components to compare whether their data has changed or not. You can learn more about how React chooses when to re-render a component in the memo
API reference.
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));
// ...
}
Each time a player moves, xIsNext
(a boolean) will be flipped to determine which player goes next and the game’s state will be saved. You’ll update the Board
’s handleClick
function to flip the value of xIsNext
:
export default 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 a X
or an O
you aren’t first checking to see if the square already has a X
or O
value. You can fix this by returning early. You’ll check to see if the square already has a 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:
import { useState } from 'react'; function Square({value, onSquareClick}) { return ( <button className="square" onClick={onSquareClick}> {value} </button> ); } export default function Board() { const [xIsNext, setXIsNext] = useState(true); const [squares, setSquares] = useState(Array(9).fill(null)); function handleClick(i) { if (squares[i]) { return; } const nextSquares = squares.slice(); if (xIsNext) { nextSquares[i] = 'X'; } else { nextSquares[i] = 'O'; } setSquares(nextSquares); setXIsNext(!xIsNext); } return ( <> <div className="board-row"> <Square value={squares[0]} onSquareClick={() => handleClick(0)} /> <Square value={squares[1]} onSquareClick={() => handleClick(1)} /> <Square value={squares[2]} onSquareClick={() => handleClick(2)} /> </div> <div className="board-row"> <Square value={squares[3]} onSquareClick={() => handleClick(3)} /> <Square value={squares[4]} onSquareClick={() => handleClick(4)} /> <Square value={squares[5]} onSquareClick={() => handleClick(5)} /> </div> <div className="board-row"> <Square value={squares[6]} onSquareClick={() => handleClick(6)} /> <Square value={squares[7]} onSquareClick={() => handleClick(7)} /> <Square value={squares[8]} onSquareClick={() => handleClick(8)} /> </div> </> ); }
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:
export default function Board() {
//...
}
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[c]) {
return squares[a];
}
}
return null;
}
You will call calculateWinner(squares)
in the Board
component’s handleClick
function to check if a player has won. You can perform this check at the same time you check if a user has clicked a square that already has a X
or and O
. We’d like to return early in both cases:
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:
export default function Board() {
// ...
const winner = calculateWinner(squares);
let status;
if (winner) {
status = "Winner: " + winner;
} else {
status = "Next player: " + (xIsNext ? "X" : "O");
}
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:
import { useState } from 'react'; function Square({value, onSquareClick}) { return ( <button className="square" onClick={onSquareClick}> {value} </button> ); } export default function Board() { const [xIsNext, setXIsNext] = useState(true); const [squares, setSquares] = useState(Array(9).fill(null)); function handleClick(i) { if (calculateWinner(squares) || squares[i]) { return; } const nextSquares = squares.slice(); if (xIsNext) { nextSquares[i] = 'X'; } else { nextSquares[i] = 'O'; } setSquares(nextSquares); setXIsNext(!xIsNext); } const winner = calculateWinner(squares); let status; if (winner) { status = 'Winner: ' + winner; } else { status = 'Next player: ' + (xIsNext ? 'X' : 'O'); } return ( <> <div className="status">{status}</div> <div className="board-row"> <Square value={squares[0]} onSquareClick={() => handleClick(0)} /> <Square value={squares[1]} onSquareClick={() => handleClick(1)} /> <Square value={squares[2]} onSquareClick={() => handleClick(2)} /> </div> <div className="board-row"> <Square value={squares[3]} onSquareClick={() => handleClick(3)} /> <Square value={squares[4]} onSquareClick={() => handleClick(4)} /> <Square value={squares[5]} onSquareClick={() => handleClick(5)} /> </div> <div className="board-row"> <Square value={squares[6]} onSquareClick={() => handleClick(6)} /> <Square value={squares[7]} onSquareClick={() => handleClick(7)} /> <Square value={squares[8]} onSquareClick={() => handleClick(8)} /> </div> </> ); } 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[c]) { return squares[a]; } } return null; }
Adding time travel
As a final exercise, let’s make it possible to “go back in time” to the previous moves in the game.
Storing a history of moves
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'],
// ...
]
Lifting state up, again
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() {
// ...
}
export default function Game() {
return (
<div className="game">
<div className="game-board">
<Board />
</div>
<div className="game-info">
<ol>{/*TODO*/}</ol>
</div>
</div>
);
}
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:
export default function Game() {
const [xIsNext, setXIsNext] = useState(true);
const [history, setHistory] = useState([Array(9).fill(null)]);
// ...
Notice how [Array(9).fill(null)]
is an array with a single item, which itself is an array of 9 null
s.
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:
export default function Game() {
const [xIsNext, setXIsNext] = useState(true);
const [history, setHistory] = useState([Array(9).fill(null)]);
const currentSquares = history[history.length - 1];
// ...
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:
export default function Game() {
const [xIsNext, setXIsNext] = useState(true);
const [history, setHistory] = useState([Array(9).fill(null)]);
const currentSquares = history[history.length - 1];
function handlePlay(nextSquares) {
// TODO
}
return (
<div className="game">
<div className="game-board">
<Board xIsNext={xIsNext} squares={currentSquares} onPlay={handlePlay} />
//...
)
}
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
:
function Board({ xIsNext, squares, onPlay }) {
function handleClick(i) {
//...
}
// ...
}
Now replace the setSquares
and setXIsNext
calls in handleClick
in the Board
component with a single call to your new onPlay
function so the Game
component can update the Board
when the user clicks a square:
function Board({ xIsNext, squares, onPlay }) {
function handleClick(i) {
if (calculateWinner(squares) || squares[i]) {
return;
}
const nextSquares = squares.slice();
if (xIsNext) {
nextSquares[i] = "X";
} else {
nextSquares[i] = "O";
}
onPlay(nextSquares);
}
//...
}
The Board
component is fully controlled by the props passed to it by the Game
component. You need to implement the handlePlay
function in the Game
component to get the game working again.
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
.
The handlePlay
function needs to update Game
’s state to trigger a re-render, but you don’t have a setSquares
function that you can call any more—you’re now using the history
state variable to store this information. You’ll want to update history
by appending the updated squares
array as a new history entry. You also want to toggle xIsNext
, just as Board used to do:
export default function Game() {
//...
function handlePlay(nextSquares) {
setHistory([...history, nextSquares]);
setXIsNext(!xIsNext);
}
//...
}
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
”.)
For example, if history
is [[null,null,null], ["X",null,null]]
and nextSquares
is ["X",null,"O"]
, then the new [...history, nextSquares]
array will be [[null,null,null], ["X",null,null], ["X",null,"O"]]
.
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:
import { useState } from 'react'; function Square({ value, onSquareClick }) { return ( <button className="square" onClick={onSquareClick}> {value} </button> ); } function Board({ xIsNext, squares, onPlay }) { function handleClick(i) { if (calculateWinner(squares) || squares[i]) { return; } const nextSquares = squares.slice(); if (xIsNext) { nextSquares[i] = 'X'; } else { nextSquares[i] = 'O'; } onPlay(nextSquares); } const winner = calculateWinner(squares); let status; if (winner) { status = 'Winner: ' + winner; } else { status = 'Next player: ' + (xIsNext ? 'X' : 'O'); } return ( <> <div className="status">{status}</div> <div className="board-row"> <Square value={squares[0]} onSquareClick={() => handleClick(0)} /> <Square value={squares[1]} onSquareClick={() => handleClick(1)} /> <Square value={squares[2]} onSquareClick={() => handleClick(2)} /> </div> <div className="board-row"> <Square value={squares[3]} onSquareClick={() => handleClick(3)} /> <Square value={squares[4]} onSquareClick={() => handleClick(4)} /> <Square value={squares[5]} onSquareClick={() => handleClick(5)} /> </div> <div className="board-row"> <Square value={squares[6]} onSquareClick={() => handleClick(6)} /> <Square value={squares[7]} onSquareClick={() => handleClick(7)} /> <Square value={squares[8]} onSquareClick={() => handleClick(8)} /> </div> </> ); } export default function Game() { const [xIsNext, setXIsNext] = useState(true); const [history, setHistory] = useState([Array(9).fill(null)]); const currentSquares = history[history.length - 1]; function handlePlay(nextSquares) { setHistory([...history, nextSquares]); setXIsNext(!xIsNext); } return ( <div className="game"> <div className="game-board"> <Board xIsNext={xIsNext} squares={currentSquares} onPlay={handlePlay} /> </div> <div className="game-info"> <ol>{/*TODO*/}</ol> </div> </div> ); } 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[c]) { return squares[a]; } } return null; }
Showing the past moves
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:
[1, 2, 3].map((x) => x * 2) // [2, 4, 6]
You’ll use map
to transform your history
of moves into React elements representing buttons on the screen, and display a list of buttons to “jump” to past moves. Let’s map
over the history
in the Game component:
export default function Game() {
const [xIsNext, setXIsNext] = useState(true);
const [history, setHistory] = useState([Array(9).fill(null)]);
const currentSquares = history[history.length - 1];
function handlePlay(nextSquares) {
setHistory([...history, nextSquares]);
setXIsNext(!xIsNext);
}
function jumpTo(nextMove) {
// TODO
}
const moves = history.map((squares, move) => {
let description;
if (move > 0) {
description = 'Go to move #' + move;
} else {
description = 'Go to game start';
}
return (
<li>
<button onClick={() => jumpTo(move)}>{description}</button>
</li>
);
});
return (
<div className="game">
<div className="game-board">
<Board xIsNext={xIsNext} squares={currentSquares} onPlay={handlePlay} />
</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:
You’ll fix this error in the next section.
import { useState } from 'react'; function Square({ value, onSquareClick }) { return ( <button className="square" onClick={onSquareClick}> {value} </button> ); } function Board({ xIsNext, squares, onPlay }) { function handleClick(i) { if (calculateWinner(squares) || squares[i]) { return; } const nextSquares = squares.slice(); if (xIsNext) { nextSquares[i] = 'X'; } else { nextSquares[i] = 'O'; } onPlay(nextSquares); } const winner = calculateWinner(squares); let status; if (winner) { status = 'Winner: ' + winner; } else { status = 'Next player: ' + (xIsNext ? 'X' : 'O'); } return ( <> <div className="status">{status}</div> <div className="board-row"> <Square value={squares[0]} onSquareClick={() => handleClick(0)} /> <Square value={squares[1]} onSquareClick={() => handleClick(1)} /> <Square value={squares[2]} onSquareClick={() => handleClick(2)} /> </div> <div className="board-row"> <Square value={squares[3]} onSquareClick={() => handleClick(3)} /> <Square value={squares[4]} onSquareClick={() => handleClick(4)} /> <Square value={squares[5]} onSquareClick={() => handleClick(5)} /> </div> <div className="board-row"> <Square value={squares[6]} onSquareClick={() => handleClick(6)} /> <Square value={squares[7]} onSquareClick={() => handleClick(7)} /> <Square value={squares[8]} onSquareClick={() => handleClick(8)} /> </div> </> ); } export default function Game() { const [xIsNext, setXIsNext] = useState(true); const [history, setHistory] = useState([Array(9).fill(null)]); const currentSquares = history[history.length - 1]; function handlePlay(nextSquares) { setHistory([...history, nextSquares]); setXIsNext(!xIsNext); } function jumpTo(nextMove) { // TODO } const moves = history.map((squares, move) => { let description; if (move > 0) { description = 'Go to move #' + move; } else { description = 'Go to game start'; } return ( <li> <button onClick={() => jumpTo(move)}>{description}</button> </li> ); }); return ( <div className="game"> <div className="game-board"> <Board xIsNext={xIsNext} squares={currentSquares} onPlay={handlePlay} /> </div> <div className="game-info"> <ol>{moves}</ol> </div> </div> ); } 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[c]) { return squares[a]; } } return null; }
As you iterate through 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.
Imagine transitioning from
<li>Alexa: 7 tasks left</li>
<li>Ben: 5 tasks left</li>
to
<li>Ben: 9 tasks left</li>
<li>Claudia: 8 tasks left</li>
<li>Alexa: 5 tasks left</li>
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.
key
is a special and reserved property in React. When an element is created, React extracts the key
property and stores the key directly on the returned element. Even though key
may look like it is passed as props, React automatically uses key
to decide which components to update. There’s no way for a component to ask what key
its parent specified.
It’s strongly recommended that you assign proper keys whenever you build dynamic lists. If you don’t have an appropriate key, you may want to consider restructuring your data so that you do.
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.
Implementing time travel
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:
const moves = history.map((squares, move) => {
//...
return (
<li key={move}>
<button onClick={() => jumpTo(move)}>{description}</button>
</li>
);
});
import { useState } from 'react'; function Square({ value, onSquareClick }) { return ( <button className="square" onClick={onSquareClick}> {value} </button> ); } function Board({ xIsNext, squares, onPlay }) { function handleClick(i) { if (calculateWinner(squares) || squares[i]) { return; } const nextSquares = squares.slice(); if (xIsNext) { nextSquares[i] = 'X'; } else { nextSquares[i] = 'O'; } onPlay(nextSquares); } const winner = calculateWinner(squares); let status; if (winner) { status = 'Winner: ' + winner; } else { status = 'Next player: ' + (xIsNext ? 'X' : 'O'); } return ( <> <div className="status">{status}</div> <div className="board-row"> <Square value={squares[0]} onSquareClick={() => handleClick(0)} /> <Square value={squares[1]} onSquareClick={() => handleClick(1)} /> <Square value={squares[2]} onSquareClick={() => handleClick(2)} /> </div> <div className="board-row"> <Square value={squares[3]} onSquareClick={() => handleClick(3)} /> <Square value={squares[4]} onSquareClick={() => handleClick(4)} /> <Square value={squares[5]} onSquareClick={() => handleClick(5)} /> </div> <div className="board-row"> <Square value={squares[6]} onSquareClick={() => handleClick(6)} /> <Square value={squares[7]} onSquareClick={() => handleClick(7)} /> <Square value={squares[8]} onSquareClick={() => handleClick(8)} /> </div> </> ); } export default function Game() { const [xIsNext, setXIsNext] = useState(true); const [history, setHistory] = useState([Array(9).fill(null)]); const currentSquares = history[history.length - 1]; function handlePlay(nextSquares) { setHistory([...history, nextSquares]); setXIsNext(!xIsNext); } function jumpTo(nextMove) { // TODO } const moves = history.map((squares, move) => { let description; if (move > 0) { description = 'Go to move #' + move; } else { description = 'Go to game start'; } return ( <li key={move}> <button onClick={() => jumpTo(move)}>{description}</button> </li> ); }); return ( <div className="game"> <div className="game-board"> <Board xIsNext={xIsNext} squares={currentSquares} onPlay={handlePlay} /> </div> <div className="game-info"> <ol>{moves}</ol> </div> </div> ); } 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[c]) { return squares[a]; } } return null; }
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
:
export default function Game() {
const [xIsNext, setXIsNext] = useState(true);
const [history, setHistory] = useState([Array(9).fill(null)]);
const [currentMove, setCurrentMove] = useState(0);
const currentSquares = history[history.length - 1];
//...
}
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.
export default function Game() {
// ...
function jumpTo(nextMove) {
setCurrentMove(nextMove);
setXIsNext(nextMove % 2 === 0);
}
//...
}
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) inhistory
, you’ll add it after all items inhistory.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:
export default function Game() {
const [xIsNext, setXIsNext] = useState(true);
const [history, setHistory] = useState([Array(9).fill(null)]);
const [currentMove, setCurrentMove] = useState(0);
const currentSquares = history[currentMove];
// ...
}
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.
import { useState } from 'react'; function Square({value, onSquareClick}) { return ( <button className="square" onClick={onSquareClick}> {value} </button> ); } function Board({ xIsNext, squares, onPlay }) { function handleClick(i) { if (calculateWinner(squares) || squares[i]) { return; } const nextSquares = squares.slice(); if (xIsNext) { nextSquares[i] = 'X'; } else { nextSquares[i] = 'O'; } onPlay(nextSquares); } const winner = calculateWinner(squares); let status; if (winner) { status = 'Winner: ' + winner; } else { status = 'Next player: ' + (xIsNext ? 'X' : 'O'); } return ( <> <div className="status">{status}</div> <div className="board-row"> <Square value={squares[0]} onSquareClick={() => handleClick(0)} /> <Square value={squares[1]} onSquareClick={() => handleClick(1)} /> <Square value={squares[2]} onSquareClick={() => handleClick(2)} /> </div> <div className="board-row"> <Square value={squares[3]} onSquareClick={() => handleClick(3)} /> <Square value={squares[4]} onSquareClick={() => handleClick(4)} /> <Square value={squares[5]} onSquareClick={() => handleClick(5)} /> </div> <div className="board-row"> <Square value={squares[6]} onSquareClick={() => handleClick(6)} /> <Square value={squares[7]} onSquareClick={() => handleClick(7)} /> <Square value={squares[8]} onSquareClick={() => handleClick(8)} /> </div> </> ); } export default function Game() { const [xIsNext, setXIsNext] = useState(true); const [history, setHistory] = useState([Array(9).fill(null)]); const [currentMove, setCurrentMove] = useState(0); const currentSquares = history[currentMove]; function handlePlay(nextSquares) { const nextHistory = [...history.slice(0, currentMove + 1), nextSquares]; setHistory(nextHistory); setCurrentMove(nextHistory.length - 1); setXIsNext(!xIsNext); } function jumpTo(nextMove) { setCurrentMove(nextMove); setXIsNext(nextMove % 2 === 0); } const moves = history.map((squares, move) => { let description; if (move > 0) { description = 'Go to move #' + move; } else { description = 'Go to game start'; } return ( <li key={move}> <button onClick={() => jumpTo(move)}>{description}</button> </li> ); }); return ( <div className="game"> <div className="game-board"> <Board xIsNext={xIsNext} squares={currentSquares} onPlay={handlePlay} /> </div> <div className="game-info"> <ol>{moves}</ol> </div> </div> ); } 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[c]) { return squares[a]; } } return null; }
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
:
export default function Game() {
const [history, setHistory] = useState([Array(9).fill(null)]);
const [currentMove, setCurrentMove] = useState(0);
const xIsNext = currentMove % 2 === 0;
const currentSquares = history[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
Congratulations! You’ve created a tic-tac-toe game that:
- Lets you play tic-tac-toe,
- Indicates when a player has won the game,
- Stores a game’s history as a game progresses,
- Allows players to review a game’s history and see previous versions of a game’s board.
Nice work! We hope you now feel like you have a decent grasp of how React works.
Check out the final result here:
import { useState } from 'react'; function Square({ value, onSquareClick }) { return ( <button className="square" onClick={onSquareClick}> {value} </button> ); } function Board({ xIsNext, squares, onPlay }) { function handleClick(i) { if (calculateWinner(squares) || squares[i]) { return; } const nextSquares = squares.slice(); if (xIsNext) { nextSquares[i] = 'X'; } else { nextSquares[i] = 'O'; } onPlay(nextSquares); } const winner = calculateWinner(squares); let status; if (winner) { status = 'Winner: ' + winner; } else { status = 'Next player: ' + (xIsNext ? 'X' : 'O'); } return ( <> <div className="status">{status}</div> <div className="board-row"> <Square value={squares[0]} onSquareClick={() => handleClick(0)} /> <Square value={squares[1]} onSquareClick={() => handleClick(1)} /> <Square value={squares[2]} onSquareClick={() => handleClick(2)} /> </div> <div className="board-row"> <Square value={squares[3]} onSquareClick={() => handleClick(3)} /> <Square value={squares[4]} onSquareClick={() => handleClick(4)} /> <Square value={squares[5]} onSquareClick={() => handleClick(5)} /> </div> <div className="board-row"> <Square value={squares[6]} onSquareClick={() => handleClick(6)} /> <Square value={squares[7]} onSquareClick={() => handleClick(7)} /> <Square value={squares[8]} onSquareClick={() => handleClick(8)} /> </div> </> ); } export default function Game() { const [history, setHistory] = useState([Array(9).fill(null)]); const [currentMove, setCurrentMove] = useState(0); const xIsNext = currentMove % 2 === 0; const currentSquares = history[currentMove]; function handlePlay(nextSquares) { const nextHistory = [...history.slice(0, currentMove + 1), nextSquares]; setHistory(nextHistory); setCurrentMove(nextHistory.length - 1); } function jumpTo(nextMove) { setCurrentMove(nextMove); } const moves = history.map((squares, move) => { let description; if (move > 0) { description = 'Go to move #' + move; } else { description = 'Go to game start'; } return ( <li key={move}> <button onClick={() => jumpTo(move)}>{description}</button> </li> ); }); return ( <div className="game"> <div className="game-board"> <Board xIsNext={xIsNext} squares={currentSquares} onPlay={handlePlay} /> </div> <div className="game-info"> <ol>{moves}</ol> </div> </div> ); } 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[c]) { return squares[a]; } } return null; }
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:
- For the current move only, show “You are at move #…” instead of a button.
- Rewrite
Board
to use two loops to make the squares instead of hardcoding them. - Add a toggle button that lets you sort the moves in either ascending or descending order.
- 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).
- Display the location for each move in the format (row, col) in the move history list.
Throughout this tutorial, you’ve touched on React concepts including elements, components, props, and state. Now that you’ve seen how these concepts work when building a game, check out Thinking in React to see how the same React concepts work when building an app’s UI.