2048

0

Join the numbers and get to the 2048 tile!

How to play: Use your arrow keys to move the tiles. When two tiles with the same number touch, they merge into one!


Created by Gabriele Cirulli. Based on 1024 by Veewo Studio and conceptually similar to Threes by Asher Vollmer.

// helpers // Exponent // From: https://github.com/Team-Sass/Sassy-math/blob/master/sass/math.scss#L36 @function exponent($base, $exponent) { // reset value $value: $base; // positive intergers get multiplied @if $exponent > 1 { @for $i from 2 through $exponent { $value: $value * $base; } } // negitive intergers get divided. A number divided by itself is 1 @if $exponent < 1 { @for $i from 0 through -$exponent { $value: $value / $base; } } // return the last value written @return $value; } @function pow($base, $exponent) { @return exponent($base, $exponent); } // Transition mixins @mixin transition($args...) { -webkit-transition: $args; -moz-transition: $args; } @mixin transition-property($args...) { -webkit-transition-property: $args; -moz-transition-property: $args; } // Keyframe animations @mixin keyframes($animation-name) { @-webkit-keyframes $animation-name { @content; } @-moz-keyframes $animation-name { @content; } @keyframes $animation-name { @content; } } @mixin animation($str) { -webkit-animation: #{$str}; -moz-animation: #{$str}; } @mixin animation-fill-mode($str) { -webkit-animation-fill-mode: #{$str}; -moz-animation-fill-mode: #{$str}; } // Media queries @mixin smaller($width) { @media screen and (max-width: $width) { @content; } } // main.scss $field-width: 500px; $grid-spacing: 15px; $grid-row-cells: 4; $tile-size: ($field-width - $grid-spacing * ($grid-row-cells + 1)) / $grid-row-cells; $tile-border-radius: 3px; $text-color: #776E65; $bright-text-color: #f9f6f2; $tile-color: #eee4da; $tile-gold-color: #edc22e; $tile-gold-glow-color: lighten($tile-gold-color, 15%); $game-container-background: #bbada0; $transition-speed: 100ms; html, body { margin: 0; padding: 0; background: #faf8ef; color: $text-color; font-family: "Clear Sans", "Helvetica Neue", Arial, sans-serif; font-size: 18px; } body { margin: 80px 0; } .heading:after { content: ""; display: block; clear: both; } h1.title { font-size: 80px; font-weight: bold; margin: 0; display: block; float: left; } @include keyframes(move-up) { 0% { top: 25px; opacity: 1; } 100% { top: -50px; opacity: 0; } } .score-container { $height: 25px; position: relative; float: right; background: $game-container-background; padding: 15px 25px; font-size: $height; height: $height; line-height: $height + 22px; font-weight: bold; border-radius: 3px; color: white; margin-top: 8px; &:after { position: absolute; width: 100%; top: 10px; left: 0; content: "Score"; text-transform: uppercase; font-size: 13px; line-height: 13px; text-align: center; color: $tile-color; } .score-addition { position: absolute; right: 30px; color: red; font-size: $height; line-height: $height; font-weight: bold; color: rgba($text-color, .9); z-index: 100; @include animation(move-up 600ms ease-in); @include animation-fill-mode(both); } } p { margin-top: 0; margin-bottom: 10px; line-height: 1.65; } a { color: $text-color; font-weight: bold; text-decoration: underline; cursor: pointer; } strong { &.important { text-transform: uppercase; } } hr { border: none; border-bottom: 1px solid lighten($text-color, 40%); margin-top: 20px; margin-bottom: 30px; } .container { width: $field-width; margin: 0 auto; } @include keyframes(fade-in) { 0% { opacity: 0; } 100% { opacity: 1; } } // Game field mixin used to render CSS at different width @mixin game-field { .game-container { margin-top: 40px; position: relative; padding: $grid-spacing; cursor: default; -webkit-touch-callout: none; -webkit-user-select: none; -moz-user-select: none; background: $game-container-background; border-radius: $tile-border-radius * 2; width: $field-width; height: $field-width; -webkit-box-sizing: border-box; -moz-box-sizing: border-box; box-sizing: border-box; .game-message { display: none; position: absolute; top: 0; right: 0; bottom: 0; left: 0; background: rgba($tile-color, .5); z-index: 100; text-align: center; p { font-size: 60px; font-weight: bold; height: 60px; line-height: 60px; margin-top: 222px; // height: $field-width; // line-height: $field-width; } .lower { display: block; margin-top: 59px; } a { display: inline-block; background: darken($game-container-background, 20%); border-radius: 3px; padding: 0 20px; text-decoration: none; color: $bright-text-color; height: 40px; line-height: 42px; margin-left: 9px; // margin-top: 59px; } @include animation(fade-in 800ms ease $transition-speed * 12); @include animation-fill-mode(both); &.game-won { background: rgba($tile-gold-color, .5); color: $bright-text-color; } &.game-won, &.game-over { display: block; } } } .grid-container { position: absolute; z-index: 1; } .grid-row { margin-bottom: $grid-spacing; &:last-child { margin-bottom: 0; } &:after { content: ""; display: block; clear: both; } } .grid-cell { width: $tile-size; height: $tile-size; margin-right: $grid-spacing; float: left; border-radius: $tile-border-radius; background: rgba($tile-color, .35); &:last-child { margin-right: 0; } } .tile-container { position: absolute; z-index: 2; } .tile { width: $tile-size; height: $tile-size; line-height: $tile-size + 10px; // Build position classes @for $x from 1 through $grid-row-cells { @for $y from 1 through $grid-row-cells { &.tile-position-#{$x}-#{$y} { position: absolute; left: round(($tile-size + $grid-spacing) * ($x - 1)); top: round(($tile-size + $grid-spacing) * ($y - 1)); } } } } } // End of game-field mixin @include game-field; .tile { border-radius: $tile-border-radius; background: $tile-color; text-align: center; font-weight: bold; z-index: 10; font-size: 55px; @include transition($transition-speed ease-in-out); @include transition-property(top, left); $base: 2; $exponent: 1; $limit: 11; // Colors for all 11 states, false = no special color $special-colors: false false, // 2 false false, // 4 #f78e48 true, // 8 #fc5e2e true, // 16 #ff3333 true, // 32 #ff0000 true, // 64 false true, // 128 false true, // 256 false true, // 512 false true, // 1024 false true; // 2048 // Build tile colors @while $exponent <= $limit { $power: pow($base, $exponent); &.tile-#{$power} { // Calculate base background color $gold-percent: ($exponent - 1) / ($limit - 1) * 100; $mixed-background: mix($tile-gold-color, $tile-color, $gold-percent); $nth-color: nth($special-colors, $exponent); $special-background: nth($nth-color, 1); $bright-color: nth($nth-color, 2); @if $special-background { $mixed-background: mix($special-background, $mixed-background, 55%); } @if $bright-color { color: $bright-text-color; } // Set background background: $mixed-background; // Add glow $glow-opacity: max($exponent - 4, 0) / ($limit - 4); @if not $special-background { box-shadow: 0 0 30px 10px rgba($tile-gold-glow-color, $glow-opacity / 1.8), inset 0 0 0 1px rgba(white, $glow-opacity / 3); } // Adjust font size for bigger numbers @if $power >= 100 and $power < 1000 { font-size: 45px; // Media queries placed here to avoid carrying over the rest of the logic @include smaller(480px) { font-size: 25px; } } @else if $power >= 1000 { font-size: 35px; @include smaller(480px) { font-size: 15px; } } } $exponent: $exponent + 1; } } @include keyframes(appear) { 0% { opacity: 0; -webkit-transform: scale(0); -moz-transform: scale(0); } 100% { opacity: 1; -webkit-transform: scale(1); -moz-transform: scale(1); } } .tile-new { @include animation(appear 200ms ease $transition-speed); @include animation-fill-mode(both); } @include keyframes(pop) { 0% { -webkit-transform: scale(0); -moz-transform: scale(0); } 50% { -webkit-transform: scale(1.2); -moz-transform: scale(1.2); } 100% { -webkit-transform: scale(1); -moz-transform: scale(1); } } .tile-merged { z-index: 20; @include animation(pop 200ms ease $transition-speed); @include animation-fill-mode(both); } .game-intro { margin-bottom: 0; } .game-explanation { margin-top: 50px; } @include smaller(480px) { // Redefine variables for smaller screens $field-width: 280px; $grid-spacing: 10px; $grid-row-cells: 4; $tile-size: ($field-width - $grid-spacing * ($grid-row-cells + 1)) / $grid-row-cells; $tile-border-radius: 3px; html, body { font-size: 15px; } body { margin: 20px 0; padding: 0 20px; } h1.title { font-size: 50px; } .container { width: $field-width; margin: 0 auto; } .score-container { margin-top: 0; } .heading { margin-bottom: 10px; } // Render the game field at the right width @include game-field; .game-container { margin-top: 20px; } // Rest of the font-size adjustments in the tile class .tile { font-size: 35px; } .game-message { p { font-size: 30px !important; height: 30px !important; line-height: 30px !important; margin-top: 90px !important; } .lower { margin-top: 30px !important; } } } document.addEventListener("DOMContentLoaded", function () { // Wait till the browser is ready to render the game (avoids glitches) window.requestAnimationFrame(function () { var manager = new GameManager(4, KeyboardInputManager, HTMLActuator); }); }); function GameManager(size, InputManager, Actuator) { this.size = size; // Size of the grid this.inputManager = new InputManager; this.actuator = new Actuator; this.startTiles = 2; this.inputManager.on("move", this.move.bind(this)); this.inputManager.on("restart", this.restart.bind(this)); this.setup(); } // Restart the game GameManager.prototype.restart = function () { this.actuator.restart(); this.setup(); }; // Set up the game GameManager.prototype.setup = function () { this.grid = new Grid(this.size); this.score = 0; this.over = false; this.won = false; // Add the initial tiles this.addStartTiles(); // Update the actuator this.actuate(); }; // Set up the initial tiles to start the game with GameManager.prototype.addStartTiles = function () { for (var i = 0; i < this.startTiles; i++) { this.addRandomTile(); } }; // Adds a tile in a random position GameManager.prototype.addRandomTile = function () { if (this.grid.cellsAvailable()) { var value = Math.random() < 0.9 ? 2 : 4; var tile = new Tile(this.grid.randomAvailableCell(), value); this.grid.insertTile(tile); } }; // Sends the updated grid to the actuator GameManager.prototype.actuate = function () { this.actuator.actuate(this.grid, { score: this.score, over: this.over, won: this.won }); }; // Save all tile positions and remove merger info GameManager.prototype.prepareTiles = function () { this.grid.eachCell(function (x, y, tile) { if (tile) { tile.mergedFrom = null; tile.savePosition(); } }); }; // Move a tile and its representation GameManager.prototype.moveTile = function (tile, cell) { this.grid.cells[tile.x][tile.y] = null; this.grid.cells[cell.x][cell.y] = tile; tile.updatePosition(cell); }; // Move tiles on the grid in the specified direction GameManager.prototype.move = function (direction) { // 0: up, 1: right, 2:down, 3: left var self = this; if (this.over || this.won) return; // Don't do anything if the game's over var cell, tile; var vector = this.getVector(direction); var traversals = this.buildTraversals(vector); var moved = false; // Save the current tile positions and remove merger information this.prepareTiles(); // Traverse the grid in the right direction and move tiles traversals.x.forEach(function (x) { traversals.y.forEach(function (y) { cell = { x: x, y: y }; tile = self.grid.cellContent(cell); if (tile) { var positions = self.findFarthestPosition(cell, vector); var next = self.grid.cellContent(positions.next); // Only one merger per row traversal? if (next && next.value === tile.value && !next.mergedFrom) { var merged = new Tile(positions.next, tile.value * 2); merged.mergedFrom = [tile, next]; self.grid.insertTile(merged); self.grid.removeTile(tile); // Converge the two tiles' positions tile.updatePosition(positions.next); // Update the score self.score += merged.value; // The mighty 2048 tile if (merged.value === 2048) self.won = true; } else { self.moveTile(tile, positions.farthest); } if (!self.positionsEqual(cell, tile)) { moved = true; // The tile moved from its original cell! } } }); }); if (moved) { this.addRandomTile(); if (!this.movesAvailable()) { this.over = true; // Game over! } this.actuate(); } }; // Get the vector representing the chosen direction GameManager.prototype.getVector = function (direction) { // Vectors representing tile movement var map = { 0: { x: 0, y: -1 }, // up 1: { x: 1, y: 0 }, // right 2: { x: 0, y: 1 }, // down 3: { x: -1, y: 0 } // left }; return map[direction]; }; // Build a list of positions to traverse in the right order GameManager.prototype.buildTraversals = function (vector) { var traversals = { x: [], y: [] }; for (var pos = 0; pos < this.size; pos++) { traversals.x.push(pos); traversals.y.push(pos); } // Always traverse from the farthest cell in the chosen direction if (vector.x === 1) traversals.x = traversals.x.reverse(); if (vector.y === 1) traversals.y = traversals.y.reverse(); return traversals; }; GameManager.prototype.findFarthestPosition = function (cell, vector) { var previous; // Progress towards the vector direction until an obstacle is found do { previous = cell; cell = { x: previous.x + vector.x, y: previous.y + vector.y }; } while (this.grid.withinBounds(cell) && this.grid.cellAvailable(cell)); return { farthest: previous, next: cell // Used to check if a merge is required }; }; GameManager.prototype.movesAvailable = function () { return this.grid.cellsAvailable() || this.tileMatchesAvailable(); }; // Check for available matches between tiles (more expensive check) GameManager.prototype.tileMatchesAvailable = function () { var self = this; var tile; for (var x = 0; x < this.size; x++) { for (var y = 0; y < this.size; y++) { tile = this.grid.cellContent({ x: x, y: y }); if (tile) { for (var direction = 0; direction < 4; direction++) { var vector = self.getVector(direction); var cell = { x: x + vector.x, y: y + vector.y }; var other = self.grid.cellContent(cell); if (other) { } if (other && other.value === tile.value) { return true; // These two tiles can be merged } } } } } return false; }; GameManager.prototype.positionsEqual = function (first, second) { return first.x === second.x && first.y === second.y; }; function Grid(size) { this.size = size; this.cells = []; this.build(); } // Build a grid of the specified size Grid.prototype.build = function () { for (var x = 0; x < this.size; x++) { var row = this.cells[x] = []; for (var y = 0; y < this.size; y++) { row.push(null); } } }; // Find the first available random position Grid.prototype.randomAvailableCell = function () { var cells = this.availableCells(); if (cells.length) { return cells[Math.floor(Math.random() * cells.length)]; } }; Grid.prototype.availableCells = function () { var cells = []; this.eachCell(function (x, y, tile) { if (!tile) { cells.push({ x: x, y: y }); } }); return cells; }; // Call callback for every cell Grid.prototype.eachCell = function (callback) { for (var x = 0; x < this.size; x++) { for (var y = 0; y < this.size; y++) { callback(x, y, this.cells[x][y]); } } }; // Check if there are any cells available Grid.prototype.cellsAvailable = function () { return !!this.availableCells().length; }; // Check if the specified cell is taken Grid.prototype.cellAvailable = function (cell) { return !this.cellOccupied(cell); }; Grid.prototype.cellOccupied = function (cell) { return !!this.cellContent(cell); }; Grid.prototype.cellContent = function (cell) { if (this.withinBounds(cell)) { return this.cells[cell.x][cell.y]; } else { return null; } }; // Inserts a tile at its position Grid.prototype.insertTile = function (tile) { this.cells[tile.x][tile.y] = tile; }; Grid.prototype.removeTile = function (tile) { this.cells[tile.x][tile.y] = null; }; Grid.prototype.withinBounds = function (position) { return position.x >= 0 && position.x < this.size && position.y >= 0 && position.y < this.size; }; function HTMLActuator() { this.tileContainer = document.getElementsByClassName("tile-container")[0]; this.scoreContainer = document.getElementsByClassName("score-container")[0]; this.messageContainer = document.getElementsByClassName("game-message")[0]; this.score = 0; } HTMLActuator.prototype.actuate = function (grid, metadata) { var self = this; window.requestAnimationFrame(function () { self.clearContainer(self.tileContainer); grid.cells.forEach(function (column) { column.forEach(function (cell) { if (cell) { self.addTile(cell); } }); }); self.updateScore(metadata.score); if (metadata.over) self.message(false); // You lose if (metadata.won) self.message(true); // You win! }); }; HTMLActuator.prototype.restart = function () { this.clearMessage(); }; HTMLActuator.prototype.clearContainer = function (container) { while (container.firstChild) { container.removeChild(container.firstChild); } }; HTMLActuator.prototype.addTile = function (tile) { var self = this; var element = document.createElement("div"); var position = tile.previousPosition || { x: tile.x, y: tile.y }; positionClass = this.positionClass(position); // We can't use classlist because it somehow glitches when replacing classes var classes = ["tile", "tile-" + tile.value, positionClass]; this.applyClasses(element, classes); element.textContent = tile.value; if (tile.previousPosition) { // Make sure that the tile gets rendered in the previous position first window.requestAnimationFrame(function () { classes[2] = self.positionClass({ x: tile.x, y: tile.y }); self.applyClasses(element, classes); // Update the position }); } else if (tile.mergedFrom) { classes.push("tile-merged"); this.applyClasses(element, classes); // Render the tiles that merged tile.mergedFrom.forEach(function (merged) { self.addTile(merged); }); } else { classes.push("tile-new"); this.applyClasses(element, classes); } // Put the tile on the board this.tileContainer.appendChild(element); }; HTMLActuator.prototype.applyClasses = function (element, classes) { element.setAttribute("class", classes.join(" ")); }; HTMLActuator.prototype.normalizePosition = function (position) { return { x: position.x + 1, y: position.y + 1 }; }; HTMLActuator.prototype.positionClass = function (position) { position = this.normalizePosition(position); return "tile-position-" + position.x + "-" + position.y; }; HTMLActuator.prototype.updateScore = function (score) { this.clearContainer(this.scoreContainer); var difference = score - this.score; this.score = score; this.scoreContainer.textContent = this.score; if (difference > 0) { var addition = document.createElement("div"); addition.classList.add("score-addition"); addition.textContent = "+" + difference; this.scoreContainer.appendChild(addition); } }; HTMLActuator.prototype.message = function (won) { var type = won ? "game-won" : "game-over"; var message = won ? "You win!" : "Game over!" // if (ga) ga("send", "event", "game", "end", type, this.score); this.messageContainer.classList.add(type); this.messageContainer.getElementsByTagName("p")[0].textContent = message; }; HTMLActuator.prototype.clearMessage = function () { this.messageContainer.classList.remove("game-won", "game-over"); }; function KeyboardInputManager() { this.events = {}; this.listen(); } KeyboardInputManager.prototype.on = function (event, callback) { if (!this.events[event]) { this.events[event] = []; } this.events[event].push(callback); }; KeyboardInputManager.prototype.emit = function (event, data) { var callbacks = this.events[event]; if (callbacks) { callbacks.forEach(function (callback) { callback(data); }); } }; KeyboardInputManager.prototype.listen = function () { var self = this; var map = { 38: 0, // Up 39: 1, // Right 40: 2, // Down 37: 3, // Left 75: 0, // vim keybindings 76: 1, 74: 2, 72: 3 }; document.addEventListener("keydown", function (event) { var modifiers = event.altKey || event.ctrlKey || event.metaKey || event.shiftKey; var mapped = map[event.which]; if (!modifiers) { if (mapped !== undefined) { event.preventDefault(); self.emit("move", mapped); } if (event.which === 32) self.restart.bind(self)(event); } }); var retry = document.getElementsByClassName("retry-button")[0]; retry.addEventListener("click", this.restart.bind(this)); // Listen to swipe events var gestures = [Hammer.DIRECTION_UP, Hammer.DIRECTION_RIGHT, Hammer.DIRECTION_DOWN, Hammer.DIRECTION_LEFT]; var gameContainer = document.getElementsByClassName("game-container")[0]; var handler = Hammer(gameContainer, { drag_block_horizontal: true, drag_block_vertical: true }); handler.on("swipe", function (event) { event.gesture.preventDefault(); mapped = gestures.indexOf(event.gesture.direction); if (mapped !== -1) self.emit("move", mapped); }); }; KeyboardInputManager.prototype.restart = function (event) { event.preventDefault(); this.emit("restart"); }; function Tile(position, value) { this.x = position.x; this.y = position.y; this.value = value || 2; this.previousPosition = null; this.mergedFrom = null; // Tracks tiles that merged together } Tile.prototype.savePosition = function () { this.previousPosition = { x: this.x, y: this.y }; }; Tile.prototype.updatePosition = function (position) { this.x = position.x; this.y = position.y; };

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