HTML preprocessors can make writing HTML more powerful or convenient. For instance, Markdown is designed to be easier to write and read for text documents and you could write a loop in Pug.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. So you don't have access to higher-up elements like the <html>
tag. If you want to add classes there that can affect the whole document, this is the place to do it.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. If you need things in the <head>
of the document, put that code here.
The resource you are linking to is using the 'http' protocol, which may not work when the browser is using https.
CSS preprocessors help make authoring CSS easier. All of them offer things like variables and mixins to provide convenient abstractions.
It's a common practice to apply CSS to a page that styles elements such that they are consistent across all browsers. We offer two of the most popular choices: normalize.css and a reset. Or, choose Neither and nothing will be applied.
To get the best cross-browser support, it is a common practice to apply vendor prefixes to CSS properties and values that require them to work. For instance -webkit-
or -moz-
.
We offer two popular choices: Autoprefixer (which processes your CSS server-side) and -prefix-free (which applies prefixes via a script, client-side).
Any URLs added here will be added as <link>
s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.
You can apply CSS to your Pen from any stylesheet on the web. Just put a URL to it here and we'll apply it, in the order you have them, before the CSS in the Pen itself.
You can also link to another Pen here (use the .css
URL Extension) and we'll pull the CSS from that Pen and include it. If it's using a matching preprocessor, use the appropriate URL Extension and we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
JavaScript preprocessors can help make authoring JavaScript easier and more convenient.
Babel includes JSX processing.
Any URL's added here will be added as <script>
s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.
You can apply a script from anywhere on the web to your Pen. Just put a URL to it here and we'll add it, in the order you have them, before the JavaScript in the Pen itself.
If the script you link to has the file extension of a preprocessor, we'll attempt to process it before applying.
You can also link to another Pen here, and we'll pull the JavaScript from that Pen and include it. If it's using a matching preprocessor, we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
Search for and use JavaScript packages from npm here. By selecting a package, an import
statement will be added to the top of the JavaScript editor for this package.
Using packages here is powered by esm.sh, which makes packages from npm not only available on a CDN, but prepares them for native JavaScript ESM usage.
All packages are different, so refer to their docs for how they work.
If you're using React / ReactDOM, make sure to turn on Babel for the JSX processing.
If active, Pens will autosave every 30 seconds after being saved once.
If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.
If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.
Visit your global Editor Settings.
<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>
<hr>
<p>
Created by <a href="http://gabrielecirulli.com" target="_blank">Gabriele Cirulli.</a> 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>
</div>
// 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;
};
Also see: Tab Triggers