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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Deterministic 2048</title>
<link href="main.css" rel="stylesheet" type="text/css">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="HandheldFriendly" content="True">
<meta name="MobileOptimized" content="320">
<meta name="viewport" content="width=device-width, target-densitydpi=160dpi, initial-scale=1.0, maximum-scale=1, user-scalable=no">
<meta property="og:title" content="2048 game"/>
<meta property="og:site_name" content="2048 game"/>
<meta property="og:description" content="Join the numbers and get to the 2048 tile! Careful: this game is extremely addictive!"/>
<script type="text/javascript">
var _gaq = _gaq || [];
_gaq.push(['_setAccount', 'UA-49205690-1']);
_gaq.push(['_trackPageview']);
(function() {
var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true;
ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';
var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s);
})();
</script></head>
<body>
<div class="container">
<div class="heading">
<h1 class="title"><acronym title="Deterministic 2048">Det 2048</acronym></h1>
<div class="scores-container">
<div class="score-container">0</div>
<div class="best-container">0</div>
</div>
</div>
<div class="game-container">
<div class="game-message">
<p></p>
<div class="lower">
<a class="retry-button">Try again</a>
<div class="score-sharing"></div>
</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>Difference with the original version:</strong> there is no random tile! Each time you get a 2-tile in the first available cell. </p><hr><p>A friend of mine reached the tile 16384 with score 274492, I have the replay somewhere to prove it. I'm sure you can do better! <strong class="important">Update:</strong> another friend reached tile 65536 with score 983096.
</p>
<hr>
<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>
<hr>
<p>
Derived from <a href="http://gabrielecirulli.com" target="_blank">Gabriele Cirulli</a>'s version. Based on <a href="https://itunes.apple.com/us/app/1024!/id823499224" target="_blank">1024 by Veewo Studio</a> and conceptually similar to <a href="http://asherv.com/threes/" target="_blank">Threes by Asher Vollmer.</a>
</p>
<script async src="//pagead2.googlesyndication.com/pagead/js/adsbygoogle.js"></script>
<!-- github page ad -->
<ins class="adsbygoogle"
style="display:inline-block;width:300px;height:250px"
data-ad-client="ca-pub-6429043362177445"
data-ad-slot="8014866415"></ins>
<script>
(adsbygoogle = window.adsbygoogle || []).push({});
</script>
</div>
<script src="script.js"></script>
</body>
</html>
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body {
margin: 20px 0;
padding: 0 20px; }
h1.title {
font-size: 27px;
margin-top: 15px; }
.container {
width: 280px;
margin: 0 auto; }
.score-container, .best-container, .server-best-container {
margin-top: 0;
padding: 15px 10px;
min-width: 40px; }
.heading {
margin-bottom: 10px; }
.game-container {
margin-top: 40px;
position: relative;
padding: 10px;
cursor: default;
-webkit-touch-callout: none;
-webkit-user-select: none;
-moz-user-select: none;
background: #bbada0;
border-radius: 6px;
width: 280px;
height: 280px;
-webkit-box-sizing: border-box;
-moz-box-sizing: border-box;
box-sizing: border-box; }
.game-container .game-message {
display: none;
position: absolute;
top: 0;
right: 0;
bottom: 0;
left: 0;
background: rgba(238, 228, 218, 0.5);
z-index: 100;
text-align: center;
-webkit-animation: fade-in 800ms ease 1200ms;
-moz-animation: fade-in 800ms ease 1200ms;
-webkit-animation-fill-mode: both;
-moz-animation-fill-mode: both; }
.game-container .game-message p {
font-size: 60px;
font-weight: bold;
height: 60px;
line-height: 60px;
margin-top: 222px; }
.game-container .game-message .lower {
display: block;
margin-top: 59px; }
.game-container .game-message a {
display: inline-block;
background: #8f7a66;
border-radius: 3px;
padding: 0 20px;
text-decoration: none;
color: #f9f6f2;
height: 40px;
line-height: 42px;
margin-left: 9px; }
.game-container .game-message .score-sharing {
display: inline-block;
vertical-align: middle;
margin-left: 10px; }
.game-container .game-message.game-won {
background: rgba(237, 194, 46, 0.5);
color: #f9f6f2; }
.game-container .game-message.game-won, .game-container .game-message.game-over {
display: block; }
.grid-container {
position: absolute;
z-index: 1; }
.grid-row {
margin-bottom: 10px; }
.grid-row:last-child {
margin-bottom: 0; }
.grid-row:after {
content: "";
display: block;
clear: both; }
.grid-cell {
width: 57.5px;
height: 57.5px;
margin-right: 10px;
float: left;
border-radius: 3px;
background: rgba(238, 228, 218, 0.35); }
.grid-cell:last-child {
margin-right: 0; }
.tile-container {
position: absolute;
z-index: 2; }
.tile {
width: 57.5px;
height: 57.5px;
line-height: 67.5px; }
.tile.tile-position-1-1 {
position: absolute;
left: 0px;
top: 0px; }
.tile.tile-position-1-2 {
position: absolute;
left: 0px;
top: 68px; }
.tile.tile-position-1-3 {
position: absolute;
left: 0px;
top: 135px; }
.tile.tile-position-1-4 {
position: absolute;
left: 0px;
top: 203px; }
.tile.tile-position-2-1 {
position: absolute;
left: 68px;
top: 0px; }
.tile.tile-position-2-2 {
position: absolute;
left: 68px;
top: 68px; }
.tile.tile-position-2-3 {
position: absolute;
left: 68px;
top: 135px; }
.tile.tile-position-2-4 {
position: absolute;
left: 68px;
top: 203px; }
.tile.tile-position-3-1 {
position: absolute;
left: 135px;
top: 0px; }
.tile.tile-position-3-2 {
position: absolute;
left: 135px;
top: 68px; }
.tile.tile-position-3-3 {
position: absolute;
left: 135px;
top: 135px; }
.tile.tile-position-3-4 {
position: absolute;
left: 135px;
top: 203px; }
.tile.tile-position-4-1 {
position: absolute;
left: 203px;
top: 0px; }
.tile.tile-position-4-2 {
position: absolute;
left: 203px;
top: 68px; }
.tile.tile-position-4-3 {
position: absolute;
left: 203px;
top: 135px; }
.tile.tile-position-4-4 {
position: absolute;
left: 203px;
top: 203px; }
.game-container {
margin-top: 20px; }
.tile {
font-size: 35px; }
.game-message p {
font-size: 30px !important;
height: 30px !important;
line-height: 30px !important;
margin-top: 90px !important; }
.game-message .lower {
margin-top: 30px !important; } }
#debug{
position:absolute;
left:2px;
top:2px;
font-size:8px;
}
#debug { display:none; }
#scoreboard{
position:absolute;
right:10px;
top:4px;
font-size:10px;
}
/*
#sbc #serverscore { display:block; }
#sbc #serveruser { display:none; }
#sbc:hover #serverscore { display:none; }
#sbc:hover #serveruser { display:block; }
.server-best-container>#serverscore { display:block; }
.server-best-container>#serveruser { display:none; }
.server-best-container:hover>#serverscore { display:none; }
.server-best-container:hover>#serveruser { display:block; }
*/
#sbc #serverscore { display:inline; }
#sbc #serveruser { display:inline; }
#fasterbutton { display:none; }
(function() {
var lastTime = 0;
var vendors = ['webkit', 'moz'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
}
if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}
}());
// Wait till the browser is ready to render the game (avoids glitches)
window.requestAnimationFrame(function () {
new GameManager(4, KeyboardInputManager, HTMLActuator, LocalScoreManager);
});
function GameManager(size, InputManager, Actuator, ScoreManager) {
spythis = this;
this.size = size; // Size of the grid
this.inputManager = new InputManager;
this.scoreManager = new ScoreManager;
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 () {
spythis.actuator.messageContainer.classList.remove("game-won");
spythis.actuator.messageContainer.classList.remove("game-over");
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();
this.addOneTile();
// 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();
}
};
// Set up the initial tiles to start the game with
GameManager.prototype.addOneTile = function () {
this.addEasyTile();
};
// 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);
}
};
// Adds an easy tile
GameManager.prototype.addEasyTile = function () {
if (this.grid.cellsAvailable()) {
var value = 0;
var tile = new Tile(this.grid.firstAvailableCell(), value);
this.grid.insertTile(tile);
}
};
// Sends the updated grid to the actuator
GameManager.prototype.actuate = function () {
if (this.scoreManager.get() < this.score) {
this.scoreManager.set(this.score);
}
this.actuator.actuate(this.grid, {
score: this.score,
over: this.over,
won: this.won,
bestScore: this.scoreManager.get()
});
};
// 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 === NaN) 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();
this.addEasyTile();
if (!this.movesAvailable()) {
this.over = true; // Game over!
maxval = 0;
traversals.x.forEach(function (x) {
traversals.y.forEach(function (y) {
tile=self.grid.cellContent({ x: x, y: y });
maxval=Math.max(tile.value, maxval);
})
});
}
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 && 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)];
}
};
// Find the first available NOT RANDOM position
Grid.prototype.firstAvailableCell = function () {
var cells = this.availableCells();
return cells[0];
};
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.querySelector(".tile-container");
this.scoreContainer = document.querySelector(".score-container");
this.bestContainer = document.querySelector(".best-container");
this.messageContainer = document.querySelector(".game-message");
this.sharingContainer = document.querySelector(".score-sharing");
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);
self.updateBestScore(metadata.bestScore);
if (metadata.over) self.message(false); // You lose
if (metadata.won) self.message(true); // You win!
});
};
HTMLActuator.prototype.restart = function () {
if (typeof ga !== "undefined") {
ga("send", "event", "game", "restart");
}
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.updateBestScore = function (bestScore) {
this.bestContainer.textContent = bestScore;
};
HTMLActuator.prototype.message = function (won) {
var type = won ? "game-won" : "game-over";
var message = won ? "You win!" : "Game over!";
if (typeof ga !== "undefined") {
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,
87: 0, // W
68: 1, // D
83: 2, // S
65: 3 // A
};
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 touchStartClientX, touchStartClientY;
var gameContainer = document.getElementsByClassName("game-container")[0];
gameContainer.addEventListener("touchstart", function (event) {
if (event.touches.length > 1) return;
touchStartClientX = event.touches[0].clientX;
touchStartClientY = event.touches[0].clientY;
event.preventDefault();
});
gameContainer.addEventListener("touchmove", function (event) {
event.preventDefault();
});
gameContainer.addEventListener("touchend", function (event) {
if (event.touches.length > 0) return;
var dx = event.changedTouches[0].clientX - touchStartClientX;
var absDx = Math.abs(dx);
var dy = event.changedTouches[0].clientY - touchStartClientY;
var absDy = Math.abs(dy);
if (Math.max(absDx, absDy) > 10) {
// (right : left) : (down : up)
self.emit("move", absDx > absDy ? (dx > 0 ? 1 : 3) : (dy > 0 ? 2 : 0));
}
});
};
KeyboardInputManager.prototype.restart = function (event) {
event.preventDefault();
this.emit("restart");
};
window.fakeStorage = {
_data: {},
setItem: function (id, val) {
return this._data[id] = String(val);
},
getItem: function (id) {
return this._data.hasOwnProperty(id) ? this._data[id] : undefined;
},
removeItem: function (id) {
return delete this._data[id];
},
clear: function () {
return this._data = {};
}
};
function LocalScoreManager() {
var localSupported = !!window.localStorage;
this.key = "bestScore";
this.storage = localSupported ? window.localStorage : window.fakeStorage;
}
LocalScoreManager.prototype.get = function () {
return this.storage.getItem(this.key) || 0;
};
LocalScoreManager.prototype.set = function (score) {
this.storage.setItem(this.key, score);
};
function Tile(position, value) {
this.x = position.x;
this.y = position.y;
this.value = value || 1;
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;
};
Also see: Tab Triggers