2048 · gemma-4-26b-a4b-it
Build a playable 2048 game with arrow-key tile sliding and merging, smooth animations, a score, and win and lose states.
transcript · 8 messages
Build a playable 2048 game with arrow-key tile sliding and merging, smooth animations, a score, and win and lose states.
thinking
The user wants a single-page 2048 game in `index.html`.
It should have:
- Arrow-key tile sliding and merging.
- Smooth animations.
- Score.
- Win and Lose states.
- No external resources (CSS/JS must be inline).
Plan:
1. Create `index.html`.
2. Structure:
- HTML: Container for game, score, message overlay.
- CSS: Grid layout, tile styling, animations (transitions for movement/merging).
- JS:
- Game state (grid, score, game over/win).
- Initialization.
- Input handling (keydown).
- Logic: Move, Merge, Add random tile, Check game over.
- Rendering: Update DOM based on state. To achieve "smooth animations", I might need to track positions or just use CSS transitions on tile elements.
Actually, to make animations smooth in a grid-based game like 2048, the standard way is:
- Use absolute positioning for tiles.
- When moving, update the `transform: translate(...)` property.
- When merging, one tile "grows" or they both disappear and a new one appears at the target location.
Wait, a simpler way for a single file:
- Use a 4x4 grid.
- Each cell can hold a tile.
- Represent tiles as objects with `value`, `row`, `col`, and `id`.
- When moving, calculate new positions.
- Use CSS transitions for `top` and `left` (or `transform`).
Let's refine the JS implementation.
Grid: 4x4 array.
Tile object: `{ value, x, y, id }`.
`tiles` array: list of all active tiles.
Movement logic:
1. For a direction (Up, Down, Left, Right):
2. Filter out empty tiles? No, just process each row/column.
3. For each row/column:
- Collect tiles.
- Merge them according to 2048 rules (one merge per tile per move, prioritize highest/first).
- Update positions.
4. Check if any move happened. If yes, add new tile and update score.
5. Check for game over.
CSS:
- `.game-container`: relative positioning.
- `.tile`: absolute positioning, transition.
- `.cell`: the background grid.
Let's write the code.index.html (17301 bytes)Successfully wrote 17301 bytes to index.html
thinking
The game is written. I should check if it's working as expected.
Since I can't "play" it in a browser here, I'll rely on my code logic.
Wait, I noticed a small mistake in my logic in `move`:
```javascript
// Update the tile in the tiles array
const idx = this.tiles.findIndex(t => t.id === targetTile.id);
this.tiles[idx] = targetTile;
```
Actually, `targetTile` is already an object in `this.tiles` if it was added via `addRandomTile`.
The way I handle `this.tiles` and `this.grid` might be a bit redundant.
In `move`, I do:
```javascript
// After processing moves, update the tiles array to reflect grid state
// We rebuild it to ensure it only contains active tiles.
this.tiles = [];
for (let r = 0; r < this.size; r++) {
for (let c = 0; c < this.size; c++) {
if (this.grid[r][c]) {
this.tiles.push(this.grid[r][c]);
}
}
}
```
This seems correct.
One potential issue: the `tile-new` and `tile-merged` animations.
In `render()`, I use:
```javascript
if (tile.new) el.classList.add('tile-new');
```
But I'm not removing `tile-new` once it's rendered. However, `tile-new` is an animation that runs on element creation. If I reuse an element, I shouldn't re-apply `tile-new` unless it's actually a new tile.
Actually, `tile-new` is added when the element is created.
And when a tile is moved, I update its `transform`.
Wait, I see a potential problem with `tile-new` and `tile-merged` if I'm reusing elements.
When a tile is created, it has `new: true`.
When `render` is called, it might be a new tile or an existing tile.
If it's an existing tile, `el` is found.
Let's refine the `render` method slightly to ensure animations work correctly.
Current `render`:
```javascript
render() {
// 1. Remove tiles that are no longer in the grid
const currentTileIds = new Set(this.tiles.map(t => t.id));
const domTiles = this.tileContainer.querySelectorAll('.tile');
domTiles.forEach(el => {
if (!currentTileIds.has(parseInt(el.dataset.id))) {
el.remove();
}
});
// 2. Add or Update tiles
this.tiles.forEach(tile => {
let el = this.tileContainer.querySelector(`.tile[data-id="${tile.id}"]`);
if (!el) {
el = document.createElement('div');
el.className = 'tile tile-new'; // Correct: new tile gets new animation
el.dataset.id = tile.id;
this.tileContainer.appendChild(el);
} else {
if (tile.merged) {
el.classList.add('tile-merged');
setTimeout(() => el.classList.remove('tile-merged'), 200);
}
// If it was a new tile but we are updating it (shouldn't happen in one frame usually)
// but let's be safe. Actually, a tile's 'new' status is only true on its first frame.
}
el.innerText = tile.value;
el.className = `tile ${this.getTileClass(tile.value)}`;
if (tile.new) el.classList.add('tile-new'); // Wait, this overwrites the class list
// ...
});
}
```
Wait, `el.className = ...` overwrites everything.
So `el.className = 'tile tile-new'` in the `!el` block is fine, but then `el.className = 'tile ...'` overwrites it immediately.
Let's fix the `render` method to be cleaner.
Also, the movement logic:
The `while(true)` loop for sliding:
```javascript
while (true) {
let nextR = currR + dr;
let nextC = currC + dc;
if (nextR < 0 || nextR >= this.size || nextC < 0 || nextC >= this.size) {
break;
}
const targetTile = this.grid[nextR][nextC];
if (!targetTile) {
// Slide into empty cell
this.grid[currR][currC] = null;
currR = nextR;
currC = nextC;
this.grid[currR][currC] = currentTile;
currentTile.row = currR;
currentTile.col = currC;
moved = true;
} else if (targetTile.value === currentTile.value && !targetTile.merged) {
// Merge
this.grid[currR][currC] = null;
targetTile.value *= 2;
targetTile.merged = true;
// ...
moved = true;
break;
} else {
break;
}
}
```
If `dr` and `dc` are 0, it will loop forever. But `dr` and `dc` are never both 0.
Let's improve the `render` method.
Also, I should check the tile color for `2048`.
`tile-2048` exists.
`tile-super` for > 2048.
One more thing: `tile-new` is an animation. If I use `el.className = ...` I must include `tile-new` if it's a new tile.
Let's rewrite the `render` method and the `move` method slightly to be more robust.
Actually, I can just overwrite the `index.html` with a improved version.
I will also improve the CSS for the tiles to make sure they look good.
The current `tile-new` and `tile-merged` animations use `transform`.
`tile-new` uses `transform: scale(0)` to `scale(1)`.
`tile-merged` uses `scale(1)` to `scale(1.15)` to `scale(1)`.
Wait, `el.style.transform = 'translate(...)'` will overwrite the `transform` from the animation!
Ah! I should use `translate` in the `transform` property and let the animation handle the rest, OR use `top/left` for position and `transform` for animation.
Using `top/left` is often easier for grid games if you want to combine with `transform` animations.
But `top/left` doesn't trigger hardware acceleration as well as `transform`.
Better way:
Positioning: `transform: translate(x, y)`.
Animations: `transform: translate(x, y) scale(1.15)`.
This is tricky because `transform` is one property.
Let's use `top` and `left` for the base position, and `transform` for the scale animation.
`top` and `left` can also be transitioned.
```css
.tile {
position: absolute;
width: 80px;
height: 80px;
border-radius: 3px;
display: flex;
justify-content: center;
align-items: center;
font-size: 35px;
font-weight: bold;
transition: top 100ms ease-in-out, left 100ms ease-in-out, background-color 100ms ease-in-out;
z-index: 10;
}
```
And for animations:
```css
@keyframes appear {
0% { opacity: 0; transform: scale(0); }
100% { opacity: 1; transform: scale(1); }
}
@keyframes pop {
0% { transform: scale(1); }
50% { transform: scale(1.15); }
100% { transform: scale(1); }
}
```
Then in JS:
`el.style.top = y + 'px';`
`el.style.left = x + 'px';`
And for the merge animation:
`el.classList.add('tile-merged');` where `.tile-merged` has `animation: pop 200ms ease-in-out;`.
This should work well.
Let's fix the `render` and `move` logic in a new `index.html`.{"edits":[{"newText":" <div id=\"game-container\">\n <div class=\"grid\">\n <div class=\"cell\"></div><div Could not find the exact text in index.html. The old text must match exactly including all whitespace and newlines.
thinking
Ah, I missed some whitespace or something. Let me just rewrite the whole file to be sure and to include the improvements I planned. It's easier than hunting for exact matches for large blocks. I'll also fix the `tile-new` animation and the `render` method. The issue with `tile-new` was that I was using `transform` for both position and scale. I'll switch to `top` and `left` for position and `transform` for animations. The CSS transition will handle `top` and `left`. Also, I'll fix the `move` logic slightly to ensure it's solid. Wait, I'll check the `move` logic again. When a tile merges, the `targetTile`'s value is updated. The `targetTile` is already in the grid. The `currentTile` is removed from the grid. This seems correct. Let's rewrite `index.html` completely.
index.html (15900 bytes)Successfully wrote 15900 bytes to index.html
thinking
Okay, the code is complete. I've implemented the 2048 game in a single file with the requested features. - Arrow-key tile sliding and merging. - Smooth animations (using `top`/`left` transitions and `transform` for pop/appear). - Score tracking. - Win (2048) and Lose (no moves left) states. - No external resources. The `move` logic is now more robust, rebuilding the `tiles` array from the grid to ensure consistency. The `render` logic handles adding, updating, and removing tiles in the DOM. The CSS uses `top` and `left` for positioning to allow smooth movement via transitions, and `transform` for the "appear" and "merge" animations. Final check of the requirements: - Single-page web app: Yes. - All in one file `index.html`: Yes. - CSS in `<style>`, JS in `<script>`: Yes. - NO external resources: Yes. - Playable with arrow-key: Yes. - Smooth animations: Yes. - Score, win and lose states: Yes. I'm ready to finish.
The 2048 game has been built as a single-page web application in `index.html`. It features smooth animations for tile movement, merging, and appearing, along with score tracking and win/lose states. The game is fully self-contained with no external dependencies. To play, simply open `index.html` in any web browser and use your **Arrow Keys** to slide and merge tiles. ```html <!-- index.html --> <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>2048 Game</title> <style> :root { --bg-color: #bbada0; --cell-color: #cdc1b4; --text-dark: #776e65; --text-light: #f9f6f2; } body { background-color: #faf8ef; color: var(--text-dark); font-family: "Clear Sans", "Helvetica Neue", Arial, sans-serif; display: flex; flex-direction: column; align-items: center; justify-content: center; height: 100vh; margin: 0; overflow: hidden; } .heading { width: 400px; display: flex; justify-content: space-between; align-items: center; margin-bottom: 10px; } .title { font-size: 60px; font-weight: bold; margin: 0; } .score-container { background: var(--bg-color); padding: 10px 20px; border-radius: 3px; color: white; text-align: center; } .score-label { font-size: 13px; text-transform: uppercase; display: block; } .score-value { font-size: 25px; font-weight: bold; } #game-container { position: relative; width: 400px; height: 400px; background-color: var(--bg-color); border-radius: 6px; padding: 15px; box-sizing: border-box; } .grid { display: grid; grid-template-columns: repeat(4, 1fr); grid-template-rows: repeat(4, 1fr); gap: 15px; width: 100%; height: 100%; } .cell { width: 80px; height: 80px; background-color: var(--cell-color); border-radius: 3px; } .tile { position: absolute; width: 80px; height: 80px; border-radius: 3px; display: flex; justify-content: center; align-items: center; font-size: 35px; font-weight: bold; transition: top 100ms ease-in-out, left 100ms ease-in-out, background-color 100ms ease-in-out; z-index: 10; box-sizing: border-box; } /* Tile Colors */ .tile-2 { background: #eee4da; color: #776e65; } .tile-4 { background: #ede0c8; color: #776e65; } .tile-8 { background: #f2b179; color: #f9f6f2; } .tile-16 { background: #f59563; color: #f9f6f2; } .tile-32 { background: #f67c5f; color: #f9f6f2; } .tile-64 { background: #f65e3b; color: #f9f6f2; } .tile-128 { background: #edcf72; color: #f9f6f2; font-size: 30px; } .tile-256 { background: #edcc61; color: #f9f6f2; font-size: 30px; } .tile-512 { background: #edc850; color: #f9f6f2; font-size: 30px; } .tile-1024 { background: #edc53f; color: #f9f6f2; font-size: 25px; } .tile-2048 { background: #edc22e; color: #f9f6f2; font-size: 25px; } .tile-super { background: #3c3a32; color: #f9f6f2; font-size: 25px; } /* Animations */ @keyframes appear { 0% { opacity: 0; transform: scale(0); } 100% { opacity: 1; transform: scale(1); } } .tile-new { animation: appear 200ms ease-out; } @keyframes pop { 0% { transform: scale(1); } 50% { transform: scale(1.15); } 100% { transform: scale(1); } } .tile-merged { animation: pop 200ms ease-in-out; } #message-container { position: absolute; top: 0; left: 0; width: 100%; height: 100%; background: rgba(238, 228, 218, 0.73); display: none; flex-direction: column; align-items: center; justify-content: center; z-index: 100; border-radius: 6px; } #message-container h2 { font-size: 60px; margin: 0; } .restart-button { margin-top: 20px; padding: 10px 20px; background: #8f7a66; color: white; border: none; border-radius: 3px; font-weight: bold; cursor: pointer; font-size: 18px; } .restart-button:hover { background: #7f6a56; } .controls-hint { margin-top: 20px; color: #776e65; font-size: 14px; } </style> </head> <body> <div class="heading"> <h1 class="title">2048</h1> <div class="score-container"> <span class="score-label">Score</span> <span id="score" class="score-value">0</span> </div> </div> <div id="game-container"> <div class="grid"> <div class="cell"></div><div class="cell"></div><div class="cell"></div><div class="cell"></div> <div class="cell"></div><div class="cell"></div><div class="cell"></div><div class="cell"></div> <div class="cell"></div><div class="cell"></div><div class="cell"></div><div class="cell"></div> <div class="cell"></div><div class="cell"></div><div class="cell"></div><div class="cell"></div> </div> <div id="tile-container"></div> <div id="message-container"> <h2 id="message-text">Game Over!</h2> <button class="restart-button" onclick="game.restart()">Try Again</button> </div> </div> <div class="controls-hint">Use <b>Arrow Keys</b> to move tiles</div> <script> class Game2048 { constructor() { this.size = 4; this.grid = []; this.score = 0; this.tiles = []; this.tileIdCounter = 0; this.gameOver = false; this.gameWon = false; this.tileContainer = document.getElementById('tile-container'); this.scoreElement = document.getElementById('score'); this.messageContainer = document.getElementById('message-container'); this.messageText = document.getElementById('message-text'); this.init(); } init() { this.grid = Array(this.size).fill().map(() => Array(this.size).fill(null)); this.tiles = []; this.score = 0; this.tileIdCounter = 0; this.gameOver = false; this.gameWon = false; this.scoreElement.innerText = '0'; this.messageContainer.style.display = 'none'; this.tileContainer.innerHTML = ''; this.addRandomTile(); this.addRandomTile(); this.render(); } restart() { this.init(); } addRandomTile() { const emptyCells = []; for (let r = 0; r < this.size; r++) { for (let c = 0; c < this.size; c++) { if (!this.grid[r][c]) { emptyCells.push({ r, c }); } } } if (emptyCells.length > 0) { const { r, c } = emptyCells[Math.floor(Math.random() * emptyCells.length)]; const value = Math.random() < 0.9 ? 2 : 4; const tile = { id: this.tileIdCounter++, value: value, row: r, col: c, new: true, merged: false }; this.grid[r][c] = tile; this.tiles.push(tile); } } move(direction) { if (this.gameOver) return; let moved = false; const dr = direction === 'up' ? -1 : direction === 'down' ? 1 : 0; const dc = direction === 'left' ? -1 : direction === 'right' ? 1 : 0; const rowOrder = direction === 'down' ? [3, 2, 1, 0] : [0, 1, 2, 3]; const colOrder = direction === 'right' ? [3, 2, 1, 0] : [0, 1, 2, 3]; this.tiles.forEach(t => { t.merged = false; t.new = false; }); for (let r of rowOrder) { for (let c of colOrder) { let currentTile = this.grid[r][c]; if (!currentTile) continue; let currR = r; let currC = c; while (true) { let nextR = currR + dr; let nextC = currC + dc; if (nextR < 0 || nextR >= this.size || nextC < 0 || nextC >= this.size) { break; } const targetTile = this.grid[nextR][nextC]; if (!targetTile) { this.grid[currR][currC] = null; currR = nextR; currC = nextC; this.grid[currR][currC] = currentTile; currentTile.row = currR; currentTile.col = currC; moved = true; } else if (targetTile.value === currentTile.value && !targetTile.merged) { this.grid[currR][currC] = null; targetTile.value *= 2; targetTile.merged = true; this.score += targetTile.value; this.scoreElement.innerText = this.score; targetTile.row = nextR; targetTile.col = nextC; this.grid[nextR][nextC] = targetTile; moved = true; break; } else { break; } } } } if (moved) { this.addRandomTile(); this.checkGameState(); this.render(); } } checkGameState() { this.tiles = []; for (let r = 0; r < this.size; r++) { for (let c = 0; c < this.size; c++) { if (this.grid[r][c]) { this.tiles.push(this.grid[r][c]); } } } for (let tile of this.tiles) { if (tile.value === 2048 && !this.gameWon) { this.gameWon = true; this.showMessage("You Win!"); } } if (this.tiles.length === this.size * this.size) { let possible = false; for (let r = 0; r < this.size; r++) { for (let c = 0; c < this.size; c++) { const tile = this.grid[r][c]; if (c + 1 < this.size && this.grid[r][c+1] && this.grid[r][c+1].value === tile.value) possible = true; if (r + 1 < this.size && this.grid[r+1][c] && this.grid[r+1][c].value === tile.value) possible = true; } } if (!possible) { this.gameOver = true; this.showMessage("Game Over!"); } } } showMessage(text) { this.messageText.innerText = text; this.messageContainer.style.display = 'flex'; } render() { const currentTileIds = new Set(this.tiles.map(t => t.id)); const domTiles = this.tileContainer.querySelectorAll('.tile'); domTiles.forEach(el => { if (!currentTileIds.has(parseInt(el.dataset.id))) { el.remove(); } }); this.tiles.forEach(tile => { let el = this.tileContainer.querySelector(`.tile[data-id="${tile.id}"]`); if (!el) { el = document.createElement('div'); el.dataset.id = tile.id; this.tileContainer.appendChild(el); } const cellSize = 80; const gap = 15; const x = tile.col * (cellSize + gap) + 15; const y = tile.row * (cellSize + gap) + 15; el.style.left = x + 'px'; el.style.top = y + 'px'; el.innerText = tile.value; el.className = `tile ${this.getTileClass(tile.value)}`; if (tile.new) el.classList.add('tile-new'); if (tile.merged) { el.classList.add('tile-merged'); setTimeout(() => el.classList.remove('tile-merged'), 200); } }); } getTileClass(value) { if (value <= 2) return 'tile-2'; if (value <= 4) return 'tile-4'; if (value <= 8) return 'tile-8'; if (value <= 16) return 'tile-16'; if (value <= 32) return 'tile-32'; if (value <= 64) return 'tile-64'; if (value <= 128) return 'tile-128'; if (value <= 256) return 'tile-256'; if (value <= 512) return 'tile-512'; if (value <= 1024) return 'tile-1024'; if (value <= 2048) return 'tile-2048'; return 'tile-super'; } } const game = new Game2048(); window.addEventListener('keydown', (e) => { switch(e.key) { case 'ArrowUp': game.move('up'); break; case 'ArrowDown': game.move('down'); break; case 'ArrowLeft': game.move('left'); break; case 'ArrowRight': game.move('right'); break; } }); </script> </body> </html> ```
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.
RUN
EVALUATION
2048 board renders and arrow keys slide/merge tiles and update score; WASD, click, drag, wheel, and enter/space do nothing.
Vision grade · anthropic/claude-sonnet-5
MEASUREMENTS
Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.