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Play 2048 Game Online

HTML
<div class="container"> <div class="heading"> <h1 class="title">2048</h1> <div class="score-container">0</div> </div> <p class="game-intro">Join the numbers and get to the <strong>2048 tile!</strong></p> <div class="game-container"> <div class="game-message"> <p></p> <div class="lower"> <a class="retry-button">Try again</a> </div> </div> <div class="grid-container"> <div class="grid-row"> <div class="grid-cell"></div> <div class="grid-cell"></div> <div class="grid-cell"></div> <div class="grid-cell"></div> </div> <div class="grid-row"> <div class="grid-cell"></div> <div class="grid-cell"></div> <div class="grid-cell"></div> <div class="grid-cell"></div> </div> <div class="grid-row"> <div class="grid-cell"></div> <div class="grid-cell"></div> <div class="grid-cell"></div> <div class="grid-cell"></div> </div> <div class="grid-row"> <div class="grid-cell"></div> <div class="grid-cell"></div> <div class="grid-cell"></div> <div class="grid-cell"></div> </div> </div> <div class="tile-container"> </div> </div> <p class="game-explanation"> <strong class="important">How to play:</strong> Use your <strong>arrow keys</strong> to move the tiles. When two tiles with the same number touch, they <strong>merge into one!</strong> </p> </div>
SCSS
@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: 20px 0; } .heading:after { content: ""; display: block; clear: both; } h1.title { font-size: 60px; 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: 30px; } @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; } } }
JAVASCRIPT
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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