2048 · qwen3.7-plus
Build a playable 2048 game with arrow-key tile sliding and merging, smooth animations, a score, and win and lose states.
transcript · 18 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 complete 2048 game as a single self-contained HTML file. Let me plan out all the features needed: 1. **Game mechanics**: 4x4 grid, arrow key controls, tile sliding and merging 2. **Smooth animations**: CSS transitions for tile movement and appearance 3. **Score tracking**: Current score and best score 4. **Win state**: Reaching 2048 tile 5. **Lose state**: No more valid moves 6. **Visual design**: Clean, modern look with distinct tile colors for each value 7. **Animations**: - Slide animation (tiles moving to new positions) - Merge animation (scale pop effect) - New tile appearance (scale up from 0) Key implementation details: - Use absolute positioning for tiles within a relative container - Track tile positions and animate transforms - Game state as a 4x4 grid - On each move: slide tiles, merge adjacent equals, slide again, add new tile - Track game state for win/lose detection Let me build this comprehensively with smooth animations using CSS transitions and JavaScript game logic.
/workspace/index.html (15247 bytes)Successfully wrote 15247 bytes to /workspace/index.html
thinking
Wait, I used Unicode minus signs (−) instead of regular hyphens (-) in the `dr` and `dc` arrays. Let me fix that. Those are the `−1` characters in the arrays. Let me check and fix.
I notice I used Unicode minus signs in the arrays. Let me fix that:
{"path":"/workspace/index.html","offset":182,"limit":10}.tile-128 { background: #edcf72; color: #f9f6f2; font-size: 36px; box-shadow: 0 0 30px 10px rgba(243,215,116,0.25); } .tile-256 { background: #edcc61; color: #f9f6f2; font-size: 36px; box-shadow: 0 0 30px 10px rgba(243,215,116,0.35); } .tile-512 { background: #edc850; color: #f9f6f2; font-size: 36px; box-shadow: 0 0 30px 10px rgba(243,215,116,0.45); } .tile-1024 { background: #edc53f; color: #f9f6f2; font-size: 28px; box-shadow: 0 0 30px 10px rgba(243,215,116,0.55); } .tile-2048 { background: #edc22e; color: #f9f6f2; font-size: 28px; box-shadow: 0 0 30px 10px rgba(243,215,116,0.7); } .tile-super { background: #3c3a32; color: #f9f6f2; font-size: 22px; } .overlay { position: absolute; inset: 0; [381 more lines in file. Use offset=192 to continue.]
thinking
Let me find the exact lines with the Unicode minus signs.
{"command":"grep -n '−' /workspace/index.html"}360: const dr = [−1, 0, 1, 0][dir]; 361: const dc = [0, 1, 0, −1][dir];
thinking
I see - those are Unicode minus signs (U+2212). The JavaScript parser may interpret the minus sign `-` (U+2212) differently from the hyphen-minus `-` (U+002D). Actually, JavaScript should handle U+2212 as a minus operator. Let me check - actually no, JavaScript only recognizes U+002D as the minus operator. U+2212 would be a syntax error. Let me fix these.
{"path":"/workspace/index.html","edits":[{"oldText":" const dr = [−1, 0, 1, 0][dir];\n const dc = [0, 1, 0, −1][dir];","newText":" Successfully replaced 1 block(s) in /workspace/index.html.
thinking
Now let me verify the file is correct by checking for any other issues. Let me also verify the overall structure works by checking there are no other syntax issues.
Now let me verify the file is valid by checking for any remaining issues:
{"command":"node -c /workspace/index.html 2>&1 || node -e \"\nconst fs = require('fs');\nconst html = fs.readFileSync('/workspace/index.htmlnode:internal/modules/esm/get_format:236 throw new ERR_UNKNOWN_FILE_EXTENSION(ext, filepath); ^ TypeError [ERR_UNKNOWN_FILE_EXTENSION]: Unknown file extension ".html" for /workspace/index.html at Object.getFileProtocolModuleFormat [as file:] (node:internal/modules/esm/get_format:236:9) at defaultGetFormat (node:internal/modules/esm/get_format:262:36) at checkSyntax (node:internal/main/check_syntax:67:20) { code: 'ERR_UNKNOWN_FILE_EXTENSION' } Node.js v24.18.0 JavaScript syntax OK
thinking
JavaScript syntax is valid. Let me also quickly review the game logic to ensure it works correctly. Let me look at the full script section.
JavaScript is syntactically valid. Let me do a final review of the game logic to make sure everything works properly:
{"offset":327,"path":"/workspace/index.html"}const { r, c } = empties[Math.floor(Math.random() * empties.length)]; const val = Math.random() < 0.9 ? 2 : 4; const id = tileId++; const p = pos(r, c); const el = document.createElement('div'); el.className = `tile ${tileClass(val)} new`; el.style.left = p.left + 'px'; el.style.top = p.top + 'px'; el.textContent = val; el.dataset.id = id; tileLayer.appendChild(el); grid[r][c] = { val, id, el }; // Remove animation class after it finishes el.addEventListener('animationend', () => el.classList.remove('new'), { once: true }); return { r, c, val }; } function removeTile(t) { if (t && t.el && t.el.parentNode) t.el.parentNode.removeChild(t.el); } function move(dir) { // dir: 0=up, 1=right, 2=down, 3=left let moved = false; const mergedTiles = []; // Traversal order const rows = [...Array(SIZE).keys()]; const cols = [...Array(SIZE).keys()]; if (dir === 2) rows.reverse(); if (dir === 1) cols.reverse(); const dr = [-1, 0, 1, 0][dir]; const dc = [0, 1, 0, -1][dir]; // Track what's merged this turn (so a tile can't merge twice) const mergedThisTurn = new Set(); for (const r of rows) { for (const c of cols) { const cell = grid[r][c]; if (!cell) continue; let nr = r, nc = c; // Find farthest empty cell in direction, or adjacent to an equal tile while (true) { const nnr = nr + dr, nnc = nc + dc; if (nnr < 0 || nnr >= SIZE || nnc < 0 || nnc >= SIZE) break; if (!grid[nnr][nnc]) { nr = nnr; nc = nnc; } else if (grid[nnr][nnc].val === cell.val && !mergedThisTurn.has(grid[nnr][nnc].id)) { nr = nnr; nc = nnc; break; } else { break; } } if (nr !== r || nc !== c) { moved = true; // Check if merging if (grid[nr][nc] && grid[nr][nc].val === cell.val) { // Merge const target = grid[nr][nc]; const newVal = cell.val * 2; score += newVal; // Remove the old target tile visually, animate moving this tile to position removeTile(target); // Move cell element to new position const p = pos(nr, nc); cell.el.style.left = p.left + 'px'; cell.el.style.top = p.top + 'px'; cell.val = newVal; grid[r][c] = null; grid[nr][nc] = cell; mergedThisTurn.add(cell.id); // Update appearance after slide setTimeout(() => { cell.el.textContent = newVal; cell.el.className = `tile ${tileClass(newVal)} merged`; cell.el.addEventListener('animationend', () => cell.el.classList.remove('merged'), { once: true }); }, 120); if (newVal === 2048 && !won) { won = true; if (!keepPlaying) { setTimeout(() => showOverlay(true), 300); } } } else { // Just move grid[r][c] = null; grid[nr][nc] = cell; const p = pos(nr, nc); cell.el.style.left = p.left + 'px'; cell.el.style.top = p.top + 'px'; } } } } if (moved) { updateScore(); setTimeout(() => { addRandom(); if (!hasMoves()) { over = true; setTimeout(() => showOverlay(false), 400); } }, 140); } } function hasMoves() { if (emptyCells().length > 0) return true; // Check for any possible merge for (let r = 0; r < SIZE; r++) { for (let c = 0; c < SIZE; c++) { const v = grid[r][c] && grid[r][c].val; if (c + 1 < SIZE && grid[r][c + 1] && grid[r][c + 1].val === v) return true; if (r + 1 < SIZE && grid[r + 1][c] && grid[r + 1][c].val === v) return true; } } return false; } function updateScore() { scoreEl.textContent = score; if (score > best) { best = score; bestEl.textContent = best; localStorage.setItem('best2048', best); } } function showOverlayText(added) { if (added > 0) { const pop = document.createElement('div'); pop.className = 'score-add'; pop.textContent = '+' + added; scoreEl.appendChild(pop); setTimeout(() => pop.remove(), 600); } } function showOverlay(isWin) { overlayText.textContent = isWin ? 'You Win!' : 'Game Over!'; overlay.className = 'overlay' + (isWin ? ' active win' : ' active'); overlayBtn.textContent = isWin ? 'Try Again' : 'Try Again'; // Add keep playing button if won if (isWin) { overlayBtn.textContent = 'New Game'; let kp = overlay.querySelector('.keep-playing'); if (!kp) { kp = document.createElement('button'); kp.className = 'keep-playing'; kp.textContent = 'Keep Playing'; kp.addEventListener('click', () => { keepPlaying = true; overlay.classList.remove('active'); }); overlay.appendChild(kp); } } else { const kp = overlay.querySelector('.keep-playing'); if (kp) kp.remove(); overlayBtn.textContent = 'Try Again'; } } function init() { tileLayer.innerHTML = ''; grid = Array.from({ length: SIZE }, () => Array(SIZE).fill(null)); tileId = 0; score = 0; won = false; over = false; keepPlaying = false; scoreEl.textContent = '0'; overlay.className = 'overlay'; addRandom(); addRandom(); } // Keyboard document.addEventListener('keydown', e => { if (over) return; const map = { ArrowUp: 0, ArrowRight: 1, ArrowDown: 2, ArrowLeft: 3 }; if (map[e.key] !== undefined) { e.preventDefault(); // If game is won and not keep-playing, don't allow moves unless new game if (won && !keepPlaying) return; const prevScore = score; move(map[e.key]); const added = score - prevScore; if (added > 0) showOverlayText(added); } }); // Touch / swipe let touchStart = null; const boardWrapper = document.querySelector('.board-wrapper'); boardWrapper.addEventListener('touchstart', e => { if (e.touches.length === 1) { touchStart = { x: e.touches[0].clientX, y: e.touches[0].clientY }; } }, { passive: true }); boardWrapper.addEventListener('touchend', e => { if (!touchStart || over) { touchStart = null; return; } if (won && !keepPlaying) { touchStart = null; return; } const dx = e.changedTouches[0].clientX - touchStart.x; const dy = e.changedTouches[0].clientY - touchStart.y; touchStart = null; const absDx = Math.abs(dx), absDy = Math.abs(dy); if (Math.max(absDx, absDy) < 20) return; let dir; if (absDx > absDy) { dir = dx > 0 ? 1 : 3; // right : left } else { dir = dy > 0 ? 2 : 0; // down : up } const prevScore = score; move(dir); const added = score - prevScore; if (added > 0) showOverlayText(added); }, { passive: true }); // Buttons newGameBtn.addEventListener('click', init); overlayBtn.addEventListener('click', init); init(); })(); </script> </body> </html>
thinking
The code looks good. Let me verify the complete file is present and working. One concern: the `unused variable `mergedTiles` - it's declared but never used in the `move` function. Not a bug but I should clean it up. Actually, it doesn't affect functionality. Let me verify the file exists and is correct:
The game is complete. Let me verify the file is present:
{"command":"ls -la /workspace/index.html && wc -l /workspace/index.html"}-rw-r--r-- 1 node node 15247 Jul 22 18:04 /workspace/index.html 571 /workspace/index.html
thinking
The file has a leftover unused variable `mergedTiles`. Let me clean that up, and also double-check one thing - the `unused variable` isn't in the file, actually let me re-check.
{"edits":[{"oldText":" let moved = false;\n const mergedTiles = [];","newText":" let moved = false;"}],"path":"/workspace/index.htmSuccessfully replaced 1 block(s) in /workspace/index.html.
thinking
Great, the cleanup is done. The 2048 game is now complete with: 1. ✅ Arrow-key tile sliding and merging 2. ✅ Smooth CSS transitions for tile movement 3. ✅ Scale animation on tile merge 4. ✅ Pop-in animation for new tiles 5. ✅ Score tracking with animated "+N" popups 6. ✅ Best score saved to localStorage 7. ✅ Win state (reaching 2048) with "Keep Playing" option 8. ✅ Lose state (no valid moves) with Game Over overlay 9. ✅ Touch/swipe support for mobile 10. ✅ All in a single self-contained HTML file with no external dependencies
The 2048 game is complete in `/workspace/index.html`. Here's what's included: **Game Features:** - **Arrow key controls** — slide tiles up/down/left/right with proper merge logic (a tile can only merge once per turn) - **Smooth animations** — CSS transitions for sliding (120ms ease-in-out), pop-in for new tiles, scale-up pulse on merges - **Score system** — Current score with animated "+N" popups, persistent best score in `localStorage` - **Win state** — Reaching 2048 shows a gold "You Win!" overlay with options to "Keep Playing" or start a new game - **Lose state** — When no valid moves remain, shows "Game Over!" overlay with "Try Again" button - **Touch/swipe support** — Swipe gestures work on mobile devices - **All tile colors** — Distinct colors for every power of 2 (2 through 2048+), with glow effects on 128+ **Technical details:** - Single self-contained HTML file, zero external dependencies - Tiles use absolute positioning with CSS `top`/`left` transitions for smooth sliding - Grid traversal order adapts per direction to ensure correct merging priority - 460×460 board with a clean, classic 2048 visual style
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 clone responds to arrow keys with tile sliding, merging, and score updates; WASD, click, drag, wheel have no effect.
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.