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<table>
<tr>
<th></th>
<th><input type="button" value="up"></th>
<th></th>
</tr>
<tr>
<th><input type="button" value="left"></th>
<th><table>
<tr>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
<tr>
<td></td>
<td></td>
<td></td>
<td></td>
</tr>
</table></th>
<th><input type="button" value="right"></th>
</tr>
<tr>
<th></th>
<th><input type="button" value="down"></th>
<th></th>
</tr>
</table>
<pre></pre>
<p>This is my 2048 game implementation in <span></span>JavaScript (see JS pane).</p>
<p>
To simplify things, I employ a linear array of whole numbers (exponents of two) to represent the game grid. For easy "falling" and "merging", I freely transform this into a 2-dimensional array as a traditional "table" or its row-column flipped "pivot". The "Falling" effect is achieved by dropping all the zero values, then right-padding it to its original length. "Merging" adjacent non-zero values is accomplished by incrementing one value and zeroing out the other, then simply "falling" again. The visible powers of two are actually just some css-injected content. With each "render" invocation, the game grid's internal representation is displayed in the console.
</p>
<p>
The game ends when no zero values remain. You win if the max (exponent of two) value is greater than 10 (namely, "2048").
</p>
<p>Enjoy.</p>
* {
font-family: Arial;
}
td,
input {
border: dotted silver 1px;
width: 3em;
height: 3em;
text-align: center;
}
th > input {
color: black;
}
td {
color: white;
}
input.disabled {
color: white;
}
td.n0::before {
content: "1";
}
td.n1::before {
content: "2";
}
td.n2::before {
content: "4";
}
td.n3::before {
content: "8";
}
td.n4::before {
content: "16";
}
td.n5::before {
content: "32";
}
td.n6::before {
content: "64";
}
td.n7::before {
content: "128";
}
td.n8::before {
content: "256";
}
td.n9::before {
content: "512";
}
td.p1::after {
content: "K";
}
td.p2::after {
content: "M";
}
td.p3::after {
content: "G";
}
td.p4::after {
content: "T";
}
td.p5::after {
content: "P";
}
td.p6::after {
content: "E";
}
td.p7::after {
content: "Z";
}
td.p8::after {
content: "Y";
}
td.n0 {
background-color: silver;
}
td.n1 {
background-color: red;
}
td.n2 {
background-color: green;
}
td.n3 {
background-color: gold;
}
td.n4 {
background-color: blue;
}
td.n5 {
background-color: magenta;
}
td.n6 {
background-color: tan;
}
td.n7 {
background-color: brown;
}
td.n8 {
background-color: black;
}
td.n9 {
background-color: cyan;
}
$(function game() {
function feedback(...message) {
$("pre").text(message.join("\n"));
}
function linear(...x) { // accepts numeric params, a linear array or 2-dimensional array
var a = String(x).match(/\d+/g);
a = a ? a.map(Number) : []; // linear array of whole numbers (non-negative integers)
return a;
}
function pad(n, ...x) { // n establishes the desired (minimum) array length
var a = linear(x);
while (a.length < n) a.push(0); // pad with trailing (not leading!) zeroes
return a;
}
function etc(n, ...x) { // extends array to n elements with incrementing values
var a = linear(x);
if (arguments.length)
if (a.length) while (a.length < n) a.push(a[a.length - 1] + 1);
// pad with ascending values
else return etc(n, 0);
return a;
}
function table(...x) { // traditional table as a 2-dimensional array (outer array of rows)
var a = linear(x);
var e = Math.round(Math.sqrt(a.length));
a = a.reduce(function (b, v, i) {
var n = Math.floor(i / e); // n (row number) increases slowly
if (n == b.length) b.push([]);
b[n].push(v);
return b;
}, []); // for array.reduce, the accumulator can be another array!
// console.log("table:", a);
return a;
}
function pivot(...x) { // pivot transform as a 2-dimensional array (outer array of columns)
var a = linear(x);
var e = Math.round(Math.sqrt(a.length));
a = a.reduce(function (b, v, i) {
var n = i % e; // n (column number) cycles quickly
if (n == b.length) b.push([]);
b[n].push(v);
return b;
}, []); // thankfully, this pivot transform is reflexive (like negation or array.reverse).
// console.log("pivot:", a);
return a;
}
function fall(...x) { // non-zero values "fall" to the bottom of the given array
var a = linear(x);
var n = a.length;
return pad(n, a.filter(Boolean)); // drop every zero, pad out to original length
}
function merge(...x) { // after falling, pairs of like-valued neighbors merge together
var a = fall(x);
for (var i = 1; i < a.length; i++)
if (a[i] && a[i] == a[i - 1]) {
a[i] = 0;
a[i - 1]++; // same neighbors merged and incremented
}
return fall(a);
}
function rand(n) {
return Math.floor(Math.random() * n); // 0 to n-1
}
function seed(n, ...x) { // adds n seed values (or maybe less, when full)
var a = linear(x);
var z = a.reduce(function (z, v, i) {
if (!v) z.push(i);
return z;
}, []); // indices of zero values
for (var i = n; i && z.length; i--) {
var j = z.splice(rand(z.length), 1)[0];
a[j] = rand(10) < 9 ? 1 : 2; // "2" or "4" seed value (per game rules)
}
// console.log("seed:", a);
return table(a);
}
function changed(...x) {
if (changed.snapshot) {
var result = changed.snapshot != String(linear(x));
// if (result)
// console.log(changed.snapshot + " is now " + String(linear(x)));
// else console.log(changed.snapshot + " remains the same.");
changed.snapshot = false;
return result;
} else {
changed.snapshot = String(linear(x));
// console.log("recording... " + changed.snapshot);
return changed.snapshot;
}
}
var swipe = {
left: function lf(q, ...x) { // sliding left is rather intuitive...
changed(x);
var a = table(x).map(function (v) {
return merge(v);
});
console.log("left:", a);
if (changed(a)) a = seed(q, a);
else feedback("(already full)");
return a;
},
right: function rt(q, ...x) { // sliding right requires a double-reverse on each row...
changed(x);
var a = table(x).map(function (v) {
return merge(v.reverse()).reverse();
});
console.log("right:", a);
if (changed(a)) a = seed(q, a);
else feedback("(already full)");
return a;
},
up: function up(q, ...x) { // sliding up requires a double-pivot to act upon each column...
changed(x);
var a = pivot(
pivot(x).map(function (v) {
return merge(v);
})
);
console.log("up:", a);
if (changed(a)) a = seed(q, a);
else feedback("(already full)");
return a;
},
down: function dn(q, ...x) { // sliding down requires a double-reverse and a double-pivot...
changed(x);
var a = pivot(
pivot(x).map(function (v) {
return merge(v.reverse()).reverse();
})
);
console.log("down:", a);
if (changed(a)) a = seed(q, a);
else feedback("(already full)");
return a;
}
};
function style(n) { // Those powers of two are nowhere in the page code! (see CSS pane)
var N = [1, 2, 4, 8, 16, 32, 64, 128, 256, 512];
var P = " KMGTPEZY".split("");
var p = 0;
for (var x = n; x > 9; x -= 10) p++;
// console.log('2 ^ '+n+' = '+N[n % 10]+P[p]);
return n ? `n${n % 10} p${p}` : ``; // ECMA6 does some cool micro-templating!
}
var grid = seed(2, pad(16)); // The grid starts with 16 zero values, and exactly two seed values.
function gameover(...x) { // FIXME: Merging may still be possible, even when the board is full.
var a = linear(x);
var messages = [];
var max = Math.max.apply(this, a);
messages.push(`${(max - 1) * 10}% done! `);
if (a.indexOf(0) < 0) messages.push("Game over"); // Board is full (no zero values remain).
if (max > 10) messages.push("You win!"); // High value is "2048" (or more).
feedback.apply(0, messages);
}
function render(...x) { // Using jQuery to apply some CSS tricks (see "style" function above)...
var a = linear(x);
// console.log(a);
$("td")
.removeClass(
"n0 n1 n2 n3 n4 n5 n6 n7 n8 n9 p0 p1 p2 p3 p4 p5 p6 p7 p8 p9"
)
.each(function (i) {
$(this).addClass(style(a[i]));
});
console.log(table(a)); // to understand what's happening, look in the console... (you're welcome)
// choices(1, a);
gameover(a);
}
render(grid); // and renders it.
function button() {
console.clear();
var f = $(this).val(); // This handler uses the button text...
grid = swipe[f](1, grid); // to invoke the selected action
render(grid);
}
$("input:button").click(button); // Installs the button handler.
$("span").text(
`just ${String(game).split(/\n/g).length} lines of commented `
);
});
Also see: Tab Triggers