Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

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.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

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.

+ add another resource

Packages

Add Packages

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.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <!-- main  -->
<main class="wrapper">
 <!-- intro -->
 <div class="intro clearfix">
  <h1 class="intro_title"> 2048 </h1>
 </div>
 <!-- /end intro -->
 <!-- controls -->
 <div class="controls clearfix">
  <div class="controls_game">
   <button data-js="newGame" class="controls_game-btn"> New Game </button>
  </div>
  <div class="controls_score">
   <span class="controls_score-label">Score </span>
   <br>
   <span class="controls_score-text" data-js="score"> </span>
  </div>
 </div>
 <!-- gameboard -->
 <div id="touchGameboard" class="gameboard">
  <div class="grid">
  </div>
  <div class="tile-container">
  </div>
 </div>
 <!-- /end gameboard -->
 <!-- guide     -->
 <section class="guide clearfix ">
  <h2> What is this? </h2>
  <p> Although coded entirely from scratch, this game is a (lackluster) copy of Gabriele Cirulli's 2048, http://2048game.com/.
  </p>
 </section>
 <section class="guide clearfix">
  <h2> How do I play? </h2>
  <p> Tiles with matching number values can be merged into a single tile, which receives the values' sum.
  </p>
  <p> To move the board, use the directional arrows - or swipe.</p>
  <div class="guide_arrow-wrap">
   <span class="guide_arrow"> &uHar; </span>
   <span class="guide_arrow"> &lHar; </span>
   <span class="guide_arrow"> &rHar; </span>
   <span class="guide_arrow"> &dHar; </span>
  </div>
  <p> To win, get a 2048 tile.
  </p>
 </section>
 <!-- /end guide  -->
</main>
<!-- /end main  -->

<!-- templates -->
<script type="text/html" id="template_grid_cell">
 <div class="grid_cell"></div>
</script>

<script type="text/html" id="template_tile">
 <div class="tile">
  <span class="tile_number"> </span>
 </div>
</script>
<!-- /end templates -->
              
            
!

CSS

              
                /*
  Variables:
*/

$grid-max-width: 500px;
$grid-padding: 8px;
$grid-border-radius: 5px;
// white
$color-background: #f2efea;
$color-accent1: #f9d49a;
$color-accent2: #d4a8cf;
$color-list: #00d0a4, #dd7373, #7d53de, #6622cc, #00bfb2, #c06ff2, #340068,
 #3e92cc, #d8315b, #1c0b19, #1c0b19;
/**/

*,
*:before,
*:after {
 box-sizing: border-box;
}

button,
a {
 &:hover {
  cursor: pointer;
 }
}

.clearfix::after {
 content: "";
 display: block;
 clear: both;
}

html {
 min-height: 100%;
 width: 100%;
 font-size: 16px;
 font-family: "Rubik", sans-serif;
 line-height: 1.5em;
 color: #fff;
 background: #160140;
 background: linear-gradient(to top, #160140, #261535);
}

.wrapper {
 max-width: $grid-max-width;
 margin: 0 auto;
 padding: 15px;
}

h2 {
 font-style: italic;
}

/* Introduction */

.intro {
 margin-bottom: 60px;
 &_title {
  text-align: center;
  color: $color-accent1;
  font-size: 3rem;
 }
}

/**/

/* Guide instructions */

.guide {
 border-bottom: 1px solid grey;
 &:first-of-type {
  margin-top: 4rem;
  border-top: 1px solid gray;
 }
 &_arrow {
  display: inline-block;
  margin: 15px;
  font-size: 3rem;
  color: #fff;
 }
}

.controls {
 &_game,
 &_score {
  display: inline-block;
  width: 50%;
  float: left;
  @media all and (max-width: 767px) {
   width: 100%;
  }
 }
 &_game-btn {
  margin-bottom: 1rem;
  padding: 0.5em 0.75em;
  background: transparent;
  color: #f9d49a;
  outline: 2px solid #f9d49a;
  appearance: none;
  border: 5px solid transparent;
  box-shadow: inset 0 0 0px 2px #d4a8cf;
  letter-spacing: 0.1em;
  font-weight: bold;
  text-transform: lowercase;
 }
 &_score {
  display: inline-block;
  min-width: 4em;
  margin-bottom: 4rem;
  padding: 0.5em 0.75em;
  background: #0000003b;
  text-align: center;
  background: linear-gradient(90deg, #f9d49a, #d4a8cf);

  &-label,
  &-text {
   display: inline-block;
  }
  &-label {
   color: initial;
  }
  &-text {
   color: #4a3647;
   font-size: 2rem;
  }
 }
}

/**/

/*
  Gameboard:
  the container for the static grid background; and generated tiles/numbers;
*/

.gameboard {
 /* Position: relative; set for tile-container, which absolutely positions over it to match grid's dimensions; */
 position: relative;
 width: 100%;
 max-width: 500px;
 height: 100%;
 max-height: 500px;
 margin: auto;
 padding: $grid-padding;
 background: #ffffff08;
 border-radius: $grid-border-radius;
 box-shadow: 0 0 8px 0px $color-accent1;
 &::before {
  content: "";
  display: block;
  padding-bottom: 100%;
 }
}

/**/

/*
  Grid:
  Creates the static grid background and individual grid cells;
*/

.grid {
 width: 100%;
 height: 100%;
 position: absolute;
 top: 0;
 bottom: 0;
 right: 0;
 left: 0;
 margin: auto;
 &_cell {
  display: inline-block;
  height: 25%;
  width: 25%;
  padding: $grid-padding;
  float: left;
  background: rgba(238, 228, 218, 0.35);
  background-clip: content-box;
 }
}

/**/

/*
  Tile container:
  Contains the dynamically-generated tiles;
  absolutely positioned over gameboard to match grid dimensions;
*/

.tile-container {
 /* absolutely positioned over gameboard to match dimensions */
 position: absolute;
 top: 0;
 left: 0;
 right: 0;
 bottom: 0;
 margin: auto;
 border-radius: $grid-border-radius;
}

.tile {
 @extend .grid_cell; //display:table is used to vertically align number
 display: table;
 background: #eee4da;
 background-clip: content-box;
 position: absolute;
 z-index: 2;
 will-change: top, left;
 transition-property: top, left;
 transition-duration: 0.175s;
 transition-timing-function: ease-out;

 &.initialize {
  animation-name: newTile;
  animation-duration: 0.175s;
  animation-timing-function: linear;
  animation-fill-mode: forwards;
 }
 @keyframes newTile {
  0% {
   opacity: 0;
  }
  50% {
   opacity: 0;
   transform: scale(0);
  }
  75% {
   opacity: 1;
   transform: scale(0.5);
  }
  100% {
   opacity: 1;
   transform: scale(1);
  }
 }
 &_number {
  display: table-cell;
  vertical-align: middle;
  text-align: center;
  font-size: 2rem;
  font-weight: bold;
  color: white;
 }
}

@for $g from 1 through 16 {
 $h: $g + 1;
 .tile:nth-of-type(#{$g}) {
  z-index: $h;
 }
}

@for $i from 0 through 4 {
 @for $j from 0 through 4 {
  $convertX: $i * (100 / 4);
  $convertXstring: unquote("#{$convertX}" + "%");
  $convertY: $j * (100 / 4);
  $convertYstring: unquote("#{$convertY}" + "%");
  .tile[data-x="#{$convertX}"][data-y="#{$convertY}"] {
   top: $convertYstring;
   left: $convertXstring;
  }
 }
}

$i: 2;
$listCounter: 1;
// increment by * 2 until 2048
@while $i <=2048 {
 .tile_number[data-value="#{$i}"] {
  background: nth($color-list, $listCounter);
  color: #fff;
  box-shadow: 0 0 1px 1px nth($color-list, $listCounter);
 }
 $i: $i * 2;
 $listCounter: $listCounter+1;
}

              
            
!

JS

              
                /**
 * TODO:
 * - Style win/lose, move out of "alert"
 * - Add in previous high score via localstorage
 * - Update footer
 */

/*
* Dependencies:
* Lodash, jQuery, hammerjs
*/

function gameStart() {
 window.game = new Game(4);
 window.game.initialize();
}
$(document).ready(gameStart);

/*
   * Game Board
   */
function Game(size) {
 this.rows = size;
 this.columns = size;
 // board is set as 2d array, with grid cell object for each position
 this.board = [];
 this.boardFlatten = function() {
  return _.flatten(this.board);
 };
 //
 // score setup
 this.score = 0;
 $('[data-js="score"]').html(this.score.toString());
 //
 // flag to check whether any tile movement is in progress;
 this.moveInProgress = false;
 //
}

/**
 * Run all initializations
 */
Game.prototype.initialize = function() {
 // clear any previous grid; per jQuery docs, empty also removes event listeners
 $(".grid").empty();
 $(".tile-container").empty();
 //
 // run new setup
 this.initBoard();
 this.initTile();
 this.initEventListeners();
 //
};
/**/

/**
 * Initialize grid
 */
Game.prototype.initBoard = function() {
 // return grid cell object
 function initGridCell(x, y) {
  var getGridCell = $.parseHTML($("#template_grid_cell").html());
  $(getGridCell).appendTo(".grid");
  return {
   x: x,
   y: y,
   tilesArray: []
  };
 }
 //
 // create 2d array and push grid cell object
 for (var x = 0; x < this.rows; x++) {
  var newArray = [];
  this.board.push(newArray);
  for (var y = 0; y < this.columns; y++) {
   var gridObj = initGridCell(x, y);
   var rowCell = this.board[x];
   rowCell.push(gridObj);
  }
 }
 //
};

/**
 * Initialize tiles
 */
Game.prototype.initTile = function() {
 // isGameOver determines whether the game is finished; needs to be run: before and after creating tile
 this.isGameOver();
 //
 var emptyCell = this.getRandomEmptyCell();
 var tile = new Tile(emptyCell.x, emptyCell.y, game);
 // isGameOver determines whether the game is finished; needs to be run: before and after creating tile
 this.isGameOver();
 //
};
/**/

/**
 * Set event listeners
 */
Game.prototype.initEventListeners = function() {
 var self = this;
 var getGameboard = document.getElementById("touchGameboard");

 /*
        Touch events with Hammerjs
    */
 window.hammertime && window.hammertime.destroy();
 window.hammertime = new Hammer(getGameboard, {
  recognizers: [[Hammer.Swipe, { direction: Hammer.DIRECTION_ALL }]]
 });
 window.hammertime
  .on("swipeleft", function(ev) {
   self.move("left");
  })
  .on("swiperight", function(ev) {
   self.move("right");
  })
  .on("swipedown", function(ev) {
   self.move("down");
  })
  .on("swipeup", function(ev) {
   self.move("up");
  });
 /**/

 /*
        NOTE: Remove event listeners before applying new listeners,
        because this initialization runs each time a new game is created
    */
 // keypress events for up, down, left, right
 $(document)
  .off("keydown.move")
  .on("keydown.move", function(event) {
   event.preventDefault();
   switch (event.which) {
    // left
    case 37:
     self.move("left");
     break;
    // up
    case 38:
     self.move("up");
     break;
    // right
    case 39:
     self.move("right");
     break;
    // down
    case 40:
     self.move("down");
     break;
   }
  });
 //
 // New game click handler
 $('[data-js="newGame"]')
  .off("click.newGame")
  .on("click.newGame", window.gameStart);
 //
};
/**/

/**
 * Game is WON!
 */
Game.prototype.gameWon = function() {
 alert("you won");
};
/**/

/**
 * Game is LOST!
 */
Game.prototype.gameLost = function() {
 alert("what a loser!");
};
/**/

/**
 * Check if game over
 */
Game.prototype.isGameOver = function() {
 var gameBoard = this.boardFlatten();

 var is2048 = false;
 var canAnyTileMove = false;
 var hasEmptyCells = false;

 // check if 2048
 gameBoard.forEach(function(val, index, array) {
  val.tilesArray.forEach(function(val, index, array) {
   if (val.valueProp === 2048) {
    is2048 = true;
   }
  });
 });
 // check if there are empty cells
 if (this.getEmptyCells().length > 0) {
  hasEmptyCells = true;
 }
 // Check if move possible
 gameBoard.forEach(function(val, index, array) {
  val.tilesArray.forEach(function(val, index, array) {
   val.moveCheck();
   if (val.canMove === true) {
    canAnyTileMove = true;
   }
  });
 });

 // if game won
 if (is2048) {
  this.gameWon();
  return true;
 } else if (!hasEmptyCells && !canAnyTileMove) {
  // if no empty cells || no tile can move, the game is lost
  this.gameLost();
  return true;
 } else {
  // if there is an empty || a tile can move, return false for isGameOver
  return false;
 }
 //
};

/**
 * Get empty cells
 */
Game.prototype.getEmptyCells = function() {
 var emptyCells = _.filter(this.boardFlatten(), function(val) {
  return !val.tilesArray.length;
 });
 return emptyCells;
};
/**/

/**
 * Return random empty cell for new tile creation
 */
Game.prototype.getRandomEmptyCell = function() {
 var emptyGridCells = this.getEmptyCells();
 var randomIndex = Math.floor(
  Math.random() * Math.floor(emptyGridCells.length)
 );

 return emptyGridCells[randomIndex];
};
/**/

/**
 * Merge tiles
 */
Game.prototype.TileMerge = function() {
 var gameBoard = this.boardFlatten();
 var newScore = this.score;

 // loop through all tiles
 gameBoard.forEach(function(val, index, array) {
  if (val.tilesArray.length === 2) {
   // get current value of 1st tile
   var currentValue = val.tilesArray[0].valueProp;
   // update value
   val.tilesArray[0].value = currentValue * 2;
   // remove 2nd tile
   var x = val.tilesArray.pop();
   x.el.remove();
   // update score
   newScore += currentValue;
  }
 });
 // update game score at the end
 this.score = newScore;
 $('[data-js="score"]').html(this.score.toString());
};
/**/

/**
 * Move animations
 */
Game.prototype.moveAnimations = function(gameBoard) {
 var self = this;
 var promiseArray = [];

 if (this.moveInProgress) {
  return false;
 }

 this.moveInProgress = true;
 gameBoard.forEach(function(val, index, array) {
  val.tilesArray.forEach(function(val, index, array) {
   promiseArray.push(val.animatePosition());
  });
 });

 $.when.apply($, promiseArray).then(function() {
  self.moveInProgress = false;
  self.TileMerge();
  self.initTile();
 });
 if (promiseArray.length === 0) {
  self.moveInProgress = false;
  self.TileMerge();
  self.initTile();
 }
};
/**/

/**
 * Move logic
 */
Game.prototype.move = function(getDirection) {
 var gameBoard;
 // direction passed as argument
 var direction = getDirection.toLowerCase();
 //
 // flag to check whether any
 var hasAnyTileMoved = false;
 //
 if (this.moveInProgress) {
  return false;
 }

 // if UP:
 if (direction === "up") {
  gameBoard = _.orderBy(this.boardFlatten(), "y", "asc");
 } else if (direction === "right") {
  // if RIGHT:
  gameBoard = _.orderBy(this.boardFlatten(), "x", "desc");
 } else if (direction === "down") {
  // if DOWN
  gameBoard = _.orderBy(this.boardFlatten(), "y", "desc");
 } else if (direction === "left") {
  // if LEFT
  gameBoard = _.orderBy(this.boardFlatten(), "y", "asc");
 }

 // loop through all tiles and run tile move foreach
 //
 gameBoard.forEach(function(val, index, array) {
  val.tilesArray.length
   ? val.tilesArray.forEach(function(val) {
      if (val.move(direction, true)) {
       hasAnyTileMoved = true;
       val.move(direction);
      }
     })
   : false;
 });
 //
 // run animation logic at the end
 hasAnyTileMoved ? this.moveAnimations(gameBoard) : false;
};
/**/

/*
   * Tile
   */
function Tile(x, y, game) {
 this.game = game;

 // jQuery element
 this.el;
 // current position
 this.x = x;
 this.y = y;
 // Getter/Setter for value; updates html on set; defaulted to 2 on creation
 this.valueProp = 2;
 Object.defineProperties(this, {
  value: {
   get: function() {
    return this.valueProp;
   },
   set: function(val) {
    this.valueProp = val;
    this.el
     .find(".tile_number")
     .html(this.valueProp)
     .attr("data-value", val);
   }
  }
 });
 // can move flag
 this.canMove = false;
 // initialize
 this.initialize();
}

/**
 * Initialize
 */
Tile.prototype.initialize = function() {
 // Get html from template and set number text
 var getTile = $.parseHTML($("#template_tile").html());
 this.el = $(getTile);
 this.el
  .find(".tile_number")
  .html(this.valueProp)
  .attr("data-value", 2);
 // Set position and append to page; initializeFlag is set to True to remove animation and append immediately in correct position
 this.setPosition(this.x, this.y);
 this.animatePosition(true);
 this.el.appendTo(".tile-container");
};
/**/

/**
 * Set new position
 */
Tile.prototype.setPosition = function(getX, getY) {
 this.x = getX;
 this.y = getY;
 this.game.board[getX][getY].tilesArray.push(this);
};
/**/

/**
 * Remove old position
 */
Tile.prototype.removeOldPosition = function(getX, getY) {
 this.game.board[getX][getY].tilesArray.pop();
};
/**/

/**
 * Animate to position
 */
Tile.prototype.animatePosition = function(initalizeFlag) {
 var self = this;
 var fromLeft = this.x * (100 / this.game.rows);
 var fromTop = this.y * (100 / this.game.columns);
 // Initialize flag sets animationDuration to 0 to append immediately in correct position
 var animationDuration = 175;
 var getPromise = $.Deferred();

 if (initalizeFlag) {
  this.el.addClass("initialize");
 } else {
  this.el.removeClass("initialize");
 }

 function resolvePromise() {
  getPromise.resolve();
  self.el.removeClass("animate");
  self.el.removeClass("initialize");
 }
 function setPosition() {
  self.el.addClass("animate");
  self.el.attr({
   "data-x": fromLeft,
   "data-y": fromTop
  });
 }
 if (initalizeFlag) {
  setPosition();
  window.setTimeout(resolvePromise, animationDuration + 50);
 } else {
  setPosition();
  window.setTimeout(resolvePromise, animationDuration);
 }
 return getPromise;
};
/**/

/**
 * Check if move is possible
 */
Tile.prototype.moveCheck = function() {
 // run all checks; return true if any moves are possible
 if (
  this.move("up", true) ||
  this.move("right", true) ||
  this.move("down", true) ||
  this.move("left", true)
 ) {
  this.canMove = true;
  return true;
 } else {
  this.canMove = false;
  return false;
 }
};
/**/

/**
 * Move logic
 */
Tile.prototype.move = function(getDirection, checkFlag) {
 var checkFlag = checkFlag ? true : false;
 var direction = getDirection.toLowerCase();
 var getX = this.x;
 var getY = this.y;

 var getNext;
 var isNextMatch;
 var isNextEmpty;
 var nextPositionArray = [];

 // if UP: check next position
 if (direction === "up") {
  getNext = this.y > 0 ? this.game.board[this.x][this.y - 1] : false;
  nextPositionArray.push(this.x, this.y - 1);
 } else if (direction === "right") {
  // if RIGHT: check next position
  getNext = this.x < 3 ? this.game.board[this.x + 1][this.y] : false;
  nextPositionArray.push(this.x + 1, this.y);
 } else if (direction === "down") {
  // if DOWN: check next position
  getNext = this.y < 3 ? this.game.board[this.x][this.y + 1] : false;
  nextPositionArray.push(this.x, this.y + 1);
 } else if (direction === "left") {
  // if LEFT: check next position
  getNext = this.x > 0 ? this.game.board[this.x - 1][this.y] : false;
  nextPositionArray.push(this.x - 1, this.y);
 }
 // Check if next position contains match or is empty
 isNextMatch =
  getNext &&
  getNext.tilesArray.length === 1 &&
  getNext.tilesArray[0].valueProp === this.valueProp;
 isNextEmpty = getNext && getNext.tilesArray.length === 0;
 //

 // "check only" mode; only to check if tile can move
 if (checkFlag) {
  return isNextEmpty || isNextMatch ? true : false;
 } else if (isNextEmpty || isNextMatch) {
  // not "check only" mode; will actually run move logic
  this.setPosition(nextPositionArray[0], nextPositionArray[1]);
  this.removeOldPosition(getX, getY);
  // do NOT continue to move if a tile has matched - and therefore MERGED into adjoining tile
  if (!isNextMatch) {
   this.move(direction);
  }
 }
};
/**/

              
            
!
999px

Console