A Pen by Tran Minh Tuan on CodePen.
Created
April 12, 2014 11:21
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A Pen by Tran Minh Tuan.
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<div class="container"> | |
<div class="heading"> | |
<h1 class="title">Test 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> |
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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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@import "compass"; | |
// 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; | |
} | |
} | |
} |
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