ట్యుటోరియల్: టిక్-టాక్-టో

ఈ ట్యుటోరియల్ లో మీరు ఒక చిన్న టిక్-టాక్-టో గేమ్ ని బిల్డ్ చేస్తారు. ఈ ట్యుటోరియల్ మీకు ఎలాంటి React ఫ్రేమ్ వర్క్ పరిజ్ఞానం లేదని భావిస్తుంది. ఈ ట్యుటోరియల్ లో మీరు నేర్చుకునే టెక్నిక్స్ ఏవైనా React యాప్ ని బిల్డ్ చేయడానికి ఫండమెంటల్గా ఉంటాయి, మరియు దానిని పూర్తిగా అర్థం చేసుకోవడం వల్ల React గురించి మీకు లోతైన అవగాహన లభిస్తుంది.

Note

ఈ ట్యుటోరియల్ చేయడం ద్వారా నేర్చుకోవడానికి ఇష్టపడే వారికి మరియు త్వరగా ఏదైనా సృష్టించాలనుకునే వ్యక్తుల కోసం రూపొందించబడింది. మీరు ప్రతి కాన్సెప్ట్ ని స్టెప్ బై స్టెప్ గా నేర్చుకోవాలనుకుంటే, UI ని వివరించడం ద్వారా ప్రారంభించండి.

ఈ ట్యుటోరియల్ అనేక విభాగాలుగా విభజించబడింది:

మీరు ఏమి నిర్మించబోతున్నారు?

ఈ ట్యుటోరియల్‌లో, మీరు React ‌తో ఇంటరాక్టివ్ టిక్-టాక్-టో గేమ్‌ని నిర్మిస్తారు.

మీరు పూర్తి చేసినప్పుడు అది ఎలా ఉంటుందో మీరు ఇక్కడ చూడవచ్చు:

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;
}

మీకు ఇంకా కోడ్ అర్థం కాకపోయినా లేదా ఈ కోడ్ యొక్క సింటాక్స్ గురించి తెలియకపోయినా, చింతించకండి! ఈ ట్యుటోరియల్ యొక్క లక్ష్యం React మరియు దాని సింటాక్స్‌ను అర్థం చేసుకోవడంలో మీకు సహాయం చేయడం.

ట్యుటోరియల్‌తో కొనసాగడానికి ముందు మీరు పైన ఉన్న టిక్-టాక్-టో గేమ్‌ని తనిఖీ చేయాలని మేము సిఫార్సు చేస్తున్నాము. మీరు గమనించే ఫీచర్లలో ఒకటి గేమ్ బోర్డ్ యొక్క కుడి వైపున సంఖ్యా జాబితా ఉంది. ఈ జాబితా మీకు గేమ్‌లో జరిగిన అన్ని కదలికల చరిత్రను అందిస్తుంది మరియు గేమ్ అభివృద్ధి చెందుతున్నప్పుడు ఇది అప్డేట్ అవుతుంది.

మీరు పూర్తి చేసిన టిక్-టాక్-టో గేమ్‌ని ఆడిన తర్వాత, పేజీని స్క్రోల్ చేస్తూ ఉండండి. ఈ ట్యుటోరియల్ సింప్లెర్ టెంప్లేట్‌తో ప్రారంభమవుతుంది. తదుపరి దశ మీ గేమ్‌ను సెటప్ చేయడం, తద్వారా మీరు దీన్ని సృష్టించడం ప్రారంభించవచ్చు.

ట్యుటోరియల్ కోసం సెటప్

దిగువ లైవ్ కోడ్ ఎడిటర్‌లో, CodeSandbox వెబ్‌సైట్‌ని ఉపయోగించి కొత్త ట్యాబ్‌లో ఎడిటర్‌ను తెరవడానికి టాప్-రైట్ కార్నర్లో ఉన్న Fork ని క్లిక్ చేయండి. CodeSandbox మీ బ్రౌజర్‌లో కోడ్‌ను వ్రాయడానికి మరియు మీరు సృష్టించిన యాప్‌ని మీ యూజర్స్ ఎలా చూస్తారనే ప్రివ్యూని అందిస్తుంది. కొత్త ట్యాబ్‌లో ఈ ట్యుటోరియల్ కోసం ఖాళీ స్క్వేర్ మరియు స్టార్టర్ కోడ్‌ను చూస్తారు.

export default function Square() {
  return <button className="square">X</button>;
}

Note

మీరు మీ లోకల్ డెవలప్మెంట్ ఎన్విరాన్మెంట్ ని ఉపయోగించి కూడా ఈ ట్యుటోరియల్‌ని అనుసరించవచ్చు. దీన్ని చేయడానికి, మీరు వీటిని చేయాలి:

  1. Node.js ని ఇన్‌స్టాల్ చేయండి
  2. మీరు ఇంతకు ముందు ఓపెన్ చేసిన CodeSandbox ట్యాబ్‌లో, మెనుని తెరవడానికి టాప్-లెఫ్ట్ కార్నర్ లో ఉన్న బటన్ను క్లిక్ చేయండి, ఆపై ఫైల్‌ల ఆర్కైవ్‌ను లోకల్ గా డౌన్‌లోడ్ చేయడానికి ఆ మెనులో Download Sandbox ని క్లిక్ చేయండి
  3. ఆర్కైవ్‌ను అన్జిప్ చేసి, ఆపై మీరు అన్జిప్ చేసిన డైరెక్టరీని టెర్మినల్ లో cd ని ఉపయోగించి తెరవండి
  4. npm install తో డిపెండెన్సీలను ఇన్‌స్టాల్ చేయండి
  5. లోకల్ సర్వర్‌ని స్టార్ట్ చేయడానికి npm start ని రన్ చేయండి మరియు బ్రౌజర్‌లో రన్ అవుతున్న కోడ్‌ను వీక్షించడానికి ప్రాంప్ట్‌లను అనుసరించండి

మీరు ఎక్కడైనా ఆగిపోయినట్లైతే, నిరుత్సాహపడకండి! దయచేసి ఆన్‌లైన్‌లో కొనసాగండి మరియు మీ లోకల్ ఎన్విరాన్మెంట్ని తర్వాత మళ్లీ సెటప్ చేయడానికి ప్రయత్నించండి.

ఒవెర్వ్యూ

సెటప్ పూర్తయింది కాబట్టి, ఇప్పుడు React యొక్క ఒవెర్వ్యూ ని చూద్దాం!

స్టార్టర్ కోడ్‌ని ఇంస్పెక్ట్ చేయడం

CodeSandbox లో మీరు మూడు ప్రధాన విభాగాలను చూస్తారు:

CodeSandbox with starter code
  1. App.js, index.js, styles.css వంటి ఫైల్‌ల జాబితా మరియు public అనే ఫోల్డర్‌తో Files విభాగం
  2. కోడ్ ఎడిటర్ ఇక్కడ మీరు ఎంచుకున్న ఫైల్ యొక్క సోర్స్ కోడ్‌ని మీరు చూస్తారు
  3. మీరు వ్రాసిన కోడ్ ఎలా ప్రదర్శించబడుతుందో మీరు చూసే browser విభాగం

App.js ఫైల్ ని ఇప్పుడు Files విభాగంలో సెలెక్ట్ చేయండి. కోడ్ ఎడిటర్ లో ఫైల్ యొక్క కంటెంట్‌ ఇలా ఉండాలి:

export default function Square() {
return <button className="square">X</button>;
}

బ్రౌసర్ విభాగం ఇలా X తో కూడిన స్క్వేర్ ని ప్రదర్శించాలి:

x-filled square

ఇప్పుడు స్టార్టర్ కోడ్‌లోని ఫైల్‌లను చూద్దాం.

App.js

App.js లోని కోడ్ కాంపోనెంట్ ని క్రియేట్ చేస్తుంది. React లో, ఒక కాంపోనెంట్ అనేది UI లో కొంత భాగాన్ని రిప్రజెంట్ చేసే రీయూజబుల్ కోడ్ యొక్క భాగం. మీ అప్లికేషన్‌లోని UI ఎలిమెంట్‌లను రెండర్ చేయడానికి, మేనేజ్ చేయడానికి మరియు అప్‌డేట్ చేయడానికి కాంపోనెంట్లు ఉపయోగించబడతాయి. కాంపోనెంట్ లో లైన్ బై లైన్ గా ఏం జరుగుతుందో చూద్దాం:

export default function Square() {
return <button className="square">X</button>;
}

మొదటి లైన్ Square అనే ఫంక్షన్‌ని డిఫైన్ చేస్తుంది. export JavaScript కీవర్డ్ ఈ ఫంక్షన్‌ని ఈ ఫైల్ బయట నుండి యాక్సెస్ చేయడానికి సహాయపడుతుంది. default కీవర్డ్ మీ కోడ్‌ని ఉపయోగించే ఇతర ఫైల్‌లకు ఇదే మీ ఫైల్‌లోని మెయిన్ ఫంక్షన్ అని చెబుతుంది.

export default function Square() {
return <button className="square">X</button>;
}

రెండవ లైన్ బటన్‌ను అందిస్తుంది. return JavaScript కీవర్డ్ అంటే ఆ తర్వాత వచ్చేది ఫంక్షన్ కాలర్‌కు వేల్యూ గా అందించబడుతుంది. <button> అనేది JSX ఎలిమెంట్. JSX ఎలిమెంట్ అనేది JavaScript కోడ్ మరియు HTML ట్యాగ్‌ల కలయిక, ఇది మీరు ఏమి ప్రదర్శించాలనుకుంటున్నారో వివరిస్తుంది. className="square" అనేది బటన్ ప్రాపర్టీ లేదా props ఇది బటన్‌ను ఎలా స్టైల్ చేయాలో CSS కి తెలియజేస్తుంది. X అనేది బటన్ లోపల ప్రదర్శించబడే టెక్స్ట్ మరియు </button> కింది కంటెంట్‌ బటన్ లోపల ఉంచకూడదని సూచించడానికి JSX ఎలిమెంట్ ని మూసివేస్తుంది.

styles.css

CodeSandbox యొక్క Files విభాగంలో styles.css అని లేబుల్ చేయబడిన ఫైల్‌పై క్లిక్ చేయండి. ఈ ఫైల్ మీ React యాప్ కోసం స్టైల్‌లను డిఫైన్ చేస్తుంది. మొదటి రెండు CSS సెలెక్టర్‌లు (* మరియు body) మీ యాప్‌లోని పెద్ద భాగాల స్టైల్ ని డిఫైన్ చేస్తాయి, అయితే .square సెలెక్టర్ className ప్రాపర్టీని square కి సెట్ చేసిన ఏదైనా కాంపోనెంట్ యొక్క స్టైల్‌ ని డిఫైన్ చేస్తుంది. మీ కోడ్‌లో, అది App.js ఫైల్‌లోని మీ Square కాంపోనెంట్ నుండి బటన్‌తో మ్యాచ్ అవుతుంది.

index.js

CodeSandbox యొక్క Files విభాగంలో index.js అని లేబుల్ చేయబడిన ఫైల్‌పై క్లిక్ చేయండి. మీరు ట్యుటోరియల్ సమయంలో ఈ ఫైల్‌ని ఎడిట్ చేయరు కానీ మీరు App.js ఫైల్‌లో క్రియేట్ చేసిన కాంపోనెంట్ మరియు వెబ్ బ్రౌజర్‌కి మధ్య ఇది వంతెన లా పని చేస్తుంది.

import { StrictMode } from 'react';
import { createRoot } from 'react-dom/client';
import './styles.css';

import App from './App';

1-5 లైన్స్ అవసరమైన అన్ని ముక్కలను ఒకచోట చేర్చాయి:

  • React
  • వెబ్ బ్రౌజర్‌లతో మాట్లాడటానికి React లైబ్రరీ (React DOM)
  • మీ కాంపోనెంట్ల కోసం స్టైల్స్
  • మీరు App.js లో క్రియేట్ చేసిన కాంపోనెంట్.

ఫైల్‌లోని మిగిలిన భాగం అన్ని ముక్కలను ఒకచోట చేర్చి, ఫైనల్ ప్రోడక్ట్ ని public ఫోల్డర్‌లోని index.html కి ఇంజెక్ట్ చేస్తుంది.

బోర్డును నిర్మించడం

మళ్లీ App.js కి వెళ్దాం. మీరు మిగిలిన ట్యుటోరియల్‌ని ఇక్కడే స్పెండ్ చేస్తారు.

ప్రస్తుత బోర్డులో ఒక్క స్క్వేర్ మాత్రమే ఉంది, కానీ వాస్తవానికి మీకు తొమ్మిది అవసరం! మీరు రెండవ స్క్వేర్ ని సృష్టించడానికి కాపీ చేసి పేస్ట్ చేస్తే…

export default function Square() {
return <button className="square">X</button><button className="square">X</button>;
}

మీకు ఈ ఎర్రర్ వస్తుంది:

Console
/src/App.js: Adjacent JSX elements must be wrapped in an enclosing tag. Did you want a JSX Fragment <>...</>?

React కాంపోనెంట్‌లు ఈ బటన్ లాగా ఒకదానికొకటి పక్కన ఉన్న మల్టిపుల్ JSX ఎలిమెంట్‌లు కాకుండా ఒక్క JSX ఎలిమెంట్‌ని మాత్రమే రిటర్న్ చేయాలి. దీన్ని పరిష్కరించడానికి మీరు ఇలా ప్రక్కనే ఉన్న అనేక JSX ఎలిమెంట్లను చుట్టడానికి ఫ్రాగ్మెంట్స్ (<> మరియు </>) ను ఉపయోగించవచ్చు:

export default function Square() {
return (
<>
<button className="square">X</button>
<button className="square">X</button>
</>
);
}

మీరు ఈ ఔట్పుట్ ని చూస్తారు:

two x-filled squares

గ్రేట్! మీరు చేయాల్సిందల్లా తొమ్మిది స్క్వేర్లు ఉండే వరకు కొన్ని సార్లు కాపీ చేసి పేస్ట్ చేయండి…

nine x-filled squares in a line

అరెరే! స్క్వేర్లు అన్నీ ఒకే లైన్ లో ఉన్నాయి, మన బోర్డు కోసం మీకు అవసరమైన గ్రిడ్‌లో కాదు. దీన్ని పరిష్కరించడానికి మీరు మీ స్క్వేర్‌లను div లతో వరుసలుగా (rows) గ్రూప్ చేయాలి మరియు కొన్ని CSS క్లాస్లను జోడించాలి. మీరు దాని వద్ద ఉన్నప్పుడు, ప్రతి స్క్వేర్ ఎక్కడ ప్రదర్శించబడుతుందో మీకు తెలుసని నిర్ధారించుకోవడానికి మీరు ప్రతి స్క్వేర్‌కు ఒక సంఖ్యను ఇస్తారు.

App.js ఫైల్‌లో, ఇలా కనిపించేలా Square కాంపోనెంట్‌ని అప్‌డేట్ చేయండి:

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>
</>
);
}

styles.css లో డిఫైన్ చేయబడిన CSS, board-row యొక్క className తో divs ని స్టైల్ చేస్తుంది. ఇప్పుడు మీరు మీ కాంపోనెంట్‌లను స్టైల్ చేసిన div లతో వరుసలుగా గ్రూప్ చేసారు కాబట్టి మీరు మీ టిక్-టాక్-టో బోర్డుని కలిగి ఉన్నారు:

tic-tac-toe board filled with numbers 1 through 9

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>
    </>
  );
}

Note

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.

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 divs, your own components Board and Square must start with a capital letter.

Let’s take a look:

one-filled board

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:

value-filled board

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:

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:

tic-tac-toe board filled with numbers 1 through 9

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.

Note

If you are following this tutorial using your local development environment, you need to open your browser’s Console. For example, if you use the Chrome browser, you can view the Console with the keyboard shortcut Shift + Ctrl + J (on Windows/Linux) or Option + ⌘ + J (on macOS).

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:

adding xes to board

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:

React DevTools in CodeSandbox

To inspect a particular component on the screen, use the button in the top left corner of React DevTools:

Selecting components on the page with React DevTools

Note

For local development, React DevTools is available as a Chrome, Firefox, and Edge browser extension. Install it, and the Components tab will appear in your browser Developer Tools for sites using React.

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:

empty 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).

Note

JavaScript supports closures which means an inner function (e.g. handleClick) has access to variables and functions defined in a outer function (e.g. Board). The handleClick function can read the squares state and call the setSquares method because they are both defined inside of the Board function.

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:

Console
Too many re-renders. React limits the number of renders to prevent an infinite loop.

Why didn’t this problem happen earlier?

When you were passing onSquareClick={handleClick}, 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 onSquareClick={handleFirstSquareClick}. 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:

filling the board with X

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:

  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 a X after clicking it.

Note

The DOM <button> element’s onClick attribute has a special meaning to React because it is a built-in component. For custom components like Square, the naming is up to you. You could give any name to the Square’s onSquareClick prop or Board’s handleClick function, and the code would work the same. In React, it’s conventional to use onSomething names for props which represent events and handleSomething for the function definitions which handle those events.

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:

O overwriting an X

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;
}

Note

It does not matter whether you define calculateWinner before or after the Board. Let’s put it at the end so that you don’t have to scroll past it every time you edit your components.

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 divs 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 nulls.

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:

Console
Warning: Each child in an array or iterator should have a unique “key” prop. Check the render method of `Game`.

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) 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:

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:

  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.

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 build an app’s UI.