2048: Difference between revisions

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→‎{{header|FutureBasic}}: Remove FutureBasic 'Output' label
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Line 11:
:*   All tiles move as far as possible in that direction, some move more than others.
:*   Two adjacent tiles (in that direction only) with matching numbers combine into one bearing the sum of those numbers.
:*   A move is valid when at least one tile can be moved,   if onlyincluding by combination.
:*   A new tile with the value of   '''2'''   is spawned at the end of each turn at a randomly chosen empty square   (if there is one).
:*   Adding a new tile on a blank space.   Most of the time,   a new   '''2'''   is to be added,   andbut occasionally   ('''10%''' of the time),   a   '''4'''.
:*   To win,   the player must create a tile with the number   '''2048'''.
:*   The player loses if no valid moves are possible.
 
Line 22:
 
;Requirements:
* &nbsp; "Non-greedy" movement. &nbsp; <br>&nbsp; The tiles that were created by combining other tiles should not be combined again during the same turn (move). &nbsp; <br>&nbsp; That is to say, &nbsp; that moving the tile row of:
 
<big><big> [2][2][2][2] </big></big>
Line 34:
<big><big> .........[8] </big></big>
 
* &nbsp; "Move direction priority". &nbsp; <br>&nbsp; If more than one variant of combining is possible, &nbsp; move direction shall indicate which combination will take effect. <br>&nbsp; For example, moving the tile row of:
 
<big><big> ...[2][2][2] </big></big>
Line 48:
 
 
* &nbsp; Check for valid moves. &nbsp; The player shouldn't be able to skipgain theirnew turntile by trying a move that doesn't change the board.
* &nbsp; Check for a &nbsp;win condition.
* &nbsp; Check for a lose condition.
<br><br>
Line 55:
=={{header|AArch64 Assembly}}==
{{works with|as|Raspberry Pi 3B version Buster 64 bits}}
<syntaxhighlight lang=AArch64"aarch64 Assemblyassembly">
/* ARM assembly AARCH64 Raspberry PI 3B */
/* program 2048_64.s */
Line 1,109:
=={{header|Ada}}==
{{works with|GNAT}}
<syntaxhighlight lang=Ada"ada">with Ada.Text_IO; use Ada.Text_IO;
with System.Random_Numbers;
procedure Play_2048 is
Line 1,300:
 
=={{header|ALGOL 68}}==
<syntaxhighlight lang="algol68">
main:(
INT side = 4;
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VERSION 1: "Hopper" flavour.
</pre>
<syntaxhighlight lang=Amazing"amazing Hopperhopper">
#context-free select Position of aleatory tail
#context-free show Table
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VERSION 2: "Hopper-BASIC" flavour.
</pre>
<syntaxhighlight lang=Amazing"amazing Hopperhopper">
 
// Definicion de "contextos"
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Return
</syntaxhighlight>
{{out}}
<pre>
Se invoca como:
 
rxvt -g 79x38 -fn "xft:FantasqueSansMono-Regular:pixelsize=25" -e hopper bas/2048.bas
 
</pre>
[[File:Captura_de_pantalla_de_2022-10-07_14-43-23.png]]
 
=={{header|Applesoft BASIC}}==
<syntaxhighlight lang=Applesoft"applesoft">PRINT "Game 2048"
 
10 REM ************
Line 2,242 ⟶ 2,250:
=={{header|ARM Assembly}}==
{{works with|as|Raspberry Pi}}
<syntaxhighlight lang=ARM"arm Assemblyassembly">
/* ARM assembly Raspberry PI */
/* program 2048.s */
Line 3,157 ⟶ 3,165:
 
=={{header|AutoHotkey}}==
<syntaxhighlight lang=AutoHotkey"autohotkey">Grid := [], s := 16, w := h := S * 4.5
Gui, font, s%s%
Gui, add, text, y1
Line 3,383 ⟶ 3,391:
 
=={{header|Batch File}}==
<syntaxhighlight lang="dos">:: 2048 Game Task from RosettaCode
:: Batch File Implementation v2.0.1
 
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=={{header|BASIC}}==
==={{works withheader|QBasic}}===
El código es de MichD (https://github.com/michd/2048-qbasic)
 
Yo solo lo transcribo.
<syntaxhighlight lang="qbasic">
SCREEN 13
PALETTE 1, pColor(35, 33, 31)
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END SUB
</syntaxhighlight>
 
 
=={{header|BBC BASIC}}==
{{works with|BBC BASIC for Windows}}
<syntaxhighlight lang="bbcbasic"> SIZE = 4 : MAX = SIZE-1
Won% = FALSE : Lost% = FALSE
@% = 5
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--------------------
You lost :-(</pre>
 
=={{header|BQN}}==
<syntaxhighlight lang="bqn">
#!/usr/bin/env BQN
# 2048 game
# The game is controlled with the vim movement keys:
# h: left, j: down, k: up, l: right, q: quit
# needs a VT-100 compatible terminal
 
Merge←{𝕩 0⊸≠⊸/↩ ⋄ m←<`=⟜«𝕩 ⋄ 4↑(¬»m)/𝕩×1+m}⌾⌽ # Merge a single row to the right
Step←Merge˘ # Merges each row of the board
Up←Step⌾(⌽⍉∘⌽) # Each direction merges the board
Down←Step⌾⍉ # by rotating it to the correct orientation, merging the rows
Right←Step # and reversing the rotation
Left←Step⌾(⌽˘)
# Spawns a 2 or a 4 (10% chance) at a random empty position
Spawn←{i←•rand.Range∘≠⊸⊑(0⊸= /○⥊ ↕∘≢)𝕩 ⋄ (•rand.Range∘≠⊸⊑9‿1/2‿4)⌾(i⊸⊑) 𝕩}
Lose←Left∘Right∘Down∘Up⊸≡ # Losing condition, no moves change the board
Win←∨´·∨˝2048⊸= # Winning condition, 2048!
 
Quit←{•Out e∾"[?12l"∾e∾"[?25h" ⋄ •Exit 𝕩} # Restores the terminal and exits
Display←{ # Displays the board, score and controls
•Out e∾"[H"∾e∾"[2J" # Cursor to origin and clear screen
•Out "Controls: h: left, j: down, k: up, l: right, q: quit"
•Show 𝕩
•Out "score: "∾•Repr ⌈´⌈˝ 𝕩
}
 
board←Spawn 4‿4⥊0
e←@+27 # Escape character for the ANSI escape codes
•term.RawMode 1
•Out e∾"[?25l"∾e∾"[2J"∾e∾"[H" # Cursor to origin, hide it and clear screen
{𝕤⋄
Display board
{𝕤⋄•Out "You win!" ⋄ Quit 0}⍟Win board
{𝕤⋄•Out "You lose!"⋄ Quit 1}⍟Lose board
key←•term.CharB @ # Read key
⊑key∊"hjklq"? # Valid key?
{𝕤⋄ Quit 0}⍟(key='q')@ # Quit key?
move←⊑(key="hjkl")/Left‿Down‿Up‿Right # Get movement function from the key
{𝕤⋄board↩Spawn∘Move 𝕩}⍟(Move⊸≢) board # Generate the next board if the move is valid
; @
}•_While_{𝕤⋄1}@
</syntaxhighlight>
 
=={{header|C}}==
===Version 1===
Supports limited colours through vt100 escape codes. Requires a posix machine for <tt>termios.h</tt> and <tt>unistd.h</tt> headers. Provides simplistic animations when moving and merging blocks.
<syntaxhighlight lang="c">
#include <stdio.h>
#include <stdlib.h>
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<syntaxhighlight lang="c">
 
#include <stdio.h>
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=={{header|C sharp|C#}}==
{{trans|C++}}
<syntaxhighlight lang="csharp">using System;
 
namespace g2048_csharp
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=={{header|C++}}==
<syntaxhighlight lang="cpp">
#include <time.h>
#include <iostream>
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=={{header|Clojure}}==
<syntaxhighlight lang="clojure">
(ns 2048
(:require [clojure.string :as str]))
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=={{header|Common Lisp}}==
Depends on Windows msvcrt.dll for _getch. Depends on quicklisp. Use arrow keys to make moves and press "Q" to quit. Tested with SBCL.
<syntaxhighlight lang="lisp">(ql:quickload '(cffi alexandria))
 
(defpackage :2048-lisp
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=={{header|D}}==
{{trans|C++}}
<syntaxhighlight lang="d">import std.stdio, std.string, std.random;
import core.stdc.stdlib: exit;
 
struct G2048 {
public void gameLoop() /*@safe @nogc*/ {
addTile;
while (true) {
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private:
static struct Tile {
uint val = 0;
bool blocked = false;
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uint score = 0;
 
void drawBoard() const /*@safe @nogc*/ {
writeln("SCORE: ", score, "\n");
foreach (immutable y; 0 .. side) {
write("+------+------+------+------+\n| ");
foreach (immutable x; 0 .. side) {
if (board[x][y].val)
writef("%4d", board[x][y].val);
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writeln;
}
writeln("+------+------+------+------+\n".writeln);
}
 
void waitKey() /*@safe*/ {
moved = false;
write("(W)Up (S)Down (A)Left (D)Right (Q)Quit: ".write);
immutableauto c = readln.strip.toLower;
 
switch (c) {
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}
 
foreach (immutable y; 0 .. side)
foreach (immutable x; 0 .. side)
board[x][y].blocked = false;
}
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}
 
void addTile() /*nothrow*/ @safe /*@nogc*/ {
foreach (immutable y; 0 .. side) {
foreach (immutable x; 0 .. side) {
if (!board[x][y].val) {
uint a, b;
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}
 
bool canMove() const pure nothrow @safe @nogc {
foreach (immutable y; 0 .. side)
foreach (immutable x; 0 .. side)
if (!board[x][y].val)
return true;
 
foreach (immutable y; 0 .. side) {
foreach (immutable x; 0 .. side) {
if (testAdd(x + 1, y, board[x][y].val) ||
testAdd(x - 1, y, board[x][y].val) ||
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}
 
bool testAdd(in uint x, in uint y, in uint v) const pure nothrow @safe @nogc {
if (x > 3 || y > 3)
return false;
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}
 
void moveVertically(in uint x, in uint y, in uint d) pure nothrow @safe @nogc {
if (board[x][y + d].val && board[x][y + d].val == board[x][y].val &&
!board[x][y].blocked && !board[x][y + d].blocked) {
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}
 
void moveHorizontally(in uint x, in uint y, in uint d) pure nothrow @safe @nogc {
if (board[x + d][y].val && board[x + d][y].val == board[x][y].val &&
!board[x][y].blocked && !board[x + d][y].blocked) {
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}
 
void move(in moveDir d) pure nothrow @safe @nogc {
final switch (d) with(moveDir) {
case up:
foreach (immutable x; 0 .. side)
foreach (immutable y; 1 .. side)
if (board[x][y].val)
moveVertically(x, y, -1);
break;
case down:
foreach (immutable x; 0 .. side)
foreach_reverse (immutable y; 0 .. 3)
if (board[x][y].val)
moveVertically(x, y, 1);
break;
case left:
foreach (immutable y; 0 .. side)
foreach (immutable x; 1 .. side)
if (board[x][y].val)
moveHorizontally(x, y, -1);
break;
case right:
foreach (immutable y; 0 .. side)
foreach_reverse (immutable x; 0 .. 3)
if (board[x][y].val)
moveHorizontally(x, y, 1);
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}</syntaxhighlight>
The output is the same as the C++ version.
 
=={{header|Delphi}}==
{{libheader| System.SysUtils}}
{{libheader| Velthuis.Console}}Thanks for Rudy Velthuis [https://github.com/rvelthuis/Consoles].
{{Trans|C++}}
<syntaxhighlight lang=Delphi"delphi">
program Game2048;
 
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=={{header|Elixir}}==
{{works with|Elixir|1.3}}
<syntaxhighlight lang="elixir">defmodule Game2048 do
@size 4
@range 0..@size-1
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{{works with|Elm 0.18.0}}
Try online [https://ellie-app.com/3ZMMpYsbfcMa1/3]
<syntaxhighlight lang=Elm"elm">module Main exposing (..)
 
import Html exposing (Html, div, p, text, button, span, h2)
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The following code can be executed as is using F# Interactive from system command line ("fsi.exe 2048.fsx") but not from Visual Studio F# Interactive window due to the way it access keyboard (the System.Console.ReadKey() function).
 
<syntaxhighlight lang="fsharp">
// the board is represented with a list of 16 integers
let empty = List.init 16 (fun _ -> 0)
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<syntaxhighlight lang=Factor"factor">
USE: accessors
FROM: arrays => <array> array ;
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Just like my implementation of [[15 Puzzle Game#Forth|15 Puzzle Game]], this uses Vim's h/j/k/l for movement.
 
<syntaxhighlight lang="forth">\ in Forth, you do many things on your own. This word is used to define 2D arrays
: 2D-ARRAY ( height width )
CREATE DUP ,
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===Source===
The initial attempt at showing the board relied rather heavily on FORMAT tricks, in particular the use of the <''n''> facility whereby the value of an integer expression can be inserted into a format statement's coding on-the-fly, as in the following. <syntaxhighlight lang=Fortran"fortran">
WRITE (MSG,1) !Roll forth a top/bottom boundary. No corner characters (etc.), damnit.
1 FORMAT ("|",<NC>(<W>("-"),"|")) !Heavy reliance on runtime values in NC and W. But see FORMAT 22.
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4 FORMAT ("|",<NC - 1>(<W>("-"),"+"),<W>("-"),"|") !With internal + rather than |.</syntaxhighlight>
This sort of thing is not necessarily accepted by all compilers, so instead the next stage was to convert to using complicated WRITE statements. If one regarded the various sizes (the values of NR, NC, W in the source) as truly fixed, literal constants could be used throughout. This would however mean that they would appear without explanation, and if one eventually attempted to recode with different values, mistakes would be likely. Thus below, FORMAT 3 has <code> (<NC>(A1,I<W>),A1)</code> and if the <> scheme were unavailable, you'd have to use <code>(4(A1,I6),A1)</code> instead, not too troublesome a change. Or, the text of the format sequence could be written to a CHARACTER variable, as demonstrated in [[Multiplication_tables#Traditional_approach]]. Yet another approach might be <code>(666(A1,I6))</code> which relies on the addendum <code>A1</code> happening to be the same as the start of the <code>(A1,I6)</code> pair, but there is still the appearance of the literal constant six instead of <W>, and if there were to be any change to be made, it would have to be remembered...
<syntaxhighlight lang=Fortran"fortran"> SUBROUTINE SHOW(NR,NC,BOARD) !Mess about.
INTEGER NR,NC !Number of rows and columns.
INTEGER BOARD(NR,NC) !The board. Actual storage is transposed!
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=={{header|FreeBASIC}}==
Based On MichD's original code (https://github.com/michd/2048-qbasic)
<syntaxhighlight lang="freebasic">#define EXTCHAR Chr(255)
 
'--- Declaration of global variables ---
Line 8,083 ⟶ 8,135:
Loop</syntaxhighlight>
 
 
=={{header|FutureBasic}}==
<syntaxhighlight lang="futurebasic">
begin enum 123
_lf
_rt
_dn
_up
_new
_end
end enum
str63 bd
colorref color(11)
byte zs
 
void local fn initialize
subclass window 1, @"2048",(0,0,438,438)
fn WindowSetBackgroundColor( 1, fn ColorBlack )
color(0) = fn ColorDarkGray
color(1) = fn ColorGray
color(2) = fn ColorLightGray
color(3) = fn ColorBlue
color(4) = fn ColorBrown
color(5) = fn ColorCyan
color(6) = fn ColorGreen
color(7) = fn ColorMagenta
color(8) = fn ColorOrange
color(9) = fn ColorPurple
color(10) = fn ColorYellow
color(11) = fn ColorRed
end fn
 
void local fn drawBoard
int x, y,r = 1, add
cls
for y = 320 to 20 step -100
for x = 20 to 320 step 100
rect fill (x,y,98,98),color( bd[r] )
select bd[r]
case < 4 : add = 40
case < 7 : add = 30
case < 10 : add = 20
case else : add = 6
end select
if bd[r] then print %(x+add, y+25)2^bd[r]
r++
next
next
end fn
 
local fn finish( won as bool )
CFStringRef s = @"GAME OVER"
CGRect r = fn windowContentRect( 1 )
r.origin.y += r.size.height - 20
r.size.height = 100
window 2,,r,NSwindowStyleMaskBorderless
if won
fn windowSetBackgroundColor( 2, color(11) )
s = @"CONGRATULATIONS—YOU DID IT!!"
text,24,fn ColorBlack,,NSTextAlignmentCenter
else
fn windowSetBackgroundColor( 2, fn ColorBlack )
text,24,fn ColorWhite,,NSTextAlignmentCenter
end if
print s
button _new,,,@"New Game", (229,20,100,32)
button _end,,,@"Quit", (109,20,100,32)
end fn
 
void local fn newGame
int r
text @"Arial bold", 36, fn ColorBlack, fn ColorClear
bd = chr$(0)
for r = 1 to 4
bd += bd
next
bd[rnd(16)] ++
do
r = rnd(16)
until bd[r] == 0
bd[r]++
zs = 14
fn drawBoard
end fn
 
local fn play( st as short, rd as short, cd as short )
short a, b, c, t, moved = 0
for a = st to st + rd * 3 step rd
// SHIFT
t = a
for b = a to a + cd * 3 step cd
if bd[b]
if t <> b then swap bd[t], bd[b] : moved ++
t += cd
end if
next
// MERGE
for b = a to a + cd * 2 step cd
if bd[b] > 0 && bd[b] == bd[b+cd]
bd[b]++ : c = b + cd
// FILL IN
while c <> a+cd*3
bd[c] = bd[c+cd] : c += cd
wend
bd[c] = 0
// CHECK FOR WIN
if bd[b] == 11 then fn drawBoard : fn finish( yes ) : exit fn
zs ++ : moved ++
end if
next
next
fn drawBoard
if moved == 0 then exit fn
// GROW
b = 0 : c = rnd(zs)
while c
b ++
if bd[b] == 0 then c--
wend
if rnd(10) - 1 then bd[b]++ else bd[b] = 2
zs--
timerbegin 0.25
fn drawBoard
timerend
if zs then exit fn
// IS GAME OVER?
for a = 1 to 12
if bd[a] == bd[a+4] then exit fn
next
for a = 1 to 13 step 4
if bd[a] == bd[a+1] || bd[a+1] == bd[a+2] || bd[a+2] == bd[a+3]¬
then exit fn
next
fn finish( no )
end fn
 
local fn doDialog(ev as long,tag as long, wnd as long)
select ev
case _windowKeyDown : if window() == 2 then exit fn
select fn EventKeyCode
case _up : fn play(13, 1, -4)
case _dn : fn play( 1, 1, 4)
case _lf : fn play( 1, 4, 1)
case _rt : fn play( 4, 4, -1)
case else : exit fn
end select
DialogEventSetBool(yes)
case _btnClick : window close 2
if tag == _end then end
fn newGame
case _windowWillClose : if wnd == 1 then end
end select
end fn
 
fn initialize
fn newGame
on dialog fn doDialog
 
handleevents
</syntaxhighlight>
[[File:FutureBasic 2048.png]]
 
=={{header|Go}}==
 
<syntaxhighlight lang=Go"go">package main
 
import (
Line 8,358 ⟶ 8,576:
 
=={{header|Haskell}}==
<syntaxhighlight lang="haskell">import System.IO
import Data.List
import Data.Maybe
Line 8,494 ⟶ 8,712:
=={{header|J}}==
'''Solution'''
<syntaxhighlight lang="j">NB. 2048.ijs script
NB. =========================================================
NB. 2048 game engine
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)</syntaxhighlight>
'''Usage'''
<syntaxhighlight lang="j"> grd=: g2048Con ''
 
Score is 0
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[[File:game_2048_java2.png|300px|thumb|right]]
{{works with|Java|8}}
<syntaxhighlight lang="java">import java.awt.*;
import java.awt.event.*;
import java.util.Random;
Line 8,926 ⟶ 9,144:
=={{header|JavaScript}}==
Uses the P5.js library.
<syntaxhighlight lang=JavaScript"javascript">
/* Tile object: */
 
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=={{header|Julia}}==
Uses the Gtk toolkit. Includes scoring, a choice of board size and toolbar buttons for Undo and New Game.
<syntaxhighlight lang="julia">using Gtk.ShortNames
 
@enum Direction2048 Right Left Up Down
Line 9,281 ⟶ 9,499:
const boardsize = 4
app2048(boardsize)
</syntaxhighlight>
 
=={{header|Koka}}==
Based on F#
<syntaxhighlight lang="koka">
import std/num/random
import std/os/readline
 
val empty = list(0, 15).map(fn(_) 0)
fun win(l)
l.any(fn(x) x == 2048)
 
fun stack(l)
match l
Cons(0, tl) -> tl.stack ++ [0]
Cons(hd, tl) -> Cons(hd, tl.stack)
Nil -> Nil
 
fun join(l: list<int>)
match l
Cons(a, Cons(b, c)) | a == b -> Cons((a + b), c.join) ++ [0]
Cons(a, b) -> Cons(a, b.join)
Nil -> Nil
 
fun hit(l)
l.stack.join
 
fun hitBack(l)
l.reverse.hit.reverse
 
fun splitBy(l: list<a>, i: int): div list<list<a>>
val (a, b) = l.split(i)
match b
Cons -> Cons(a, b.splitBy(i))
Nil -> Cons(a, Nil)
 
fun transpose(l: list<list<a>>): <exn> list<list<a>>
match l
Cons(Cons(a, b), c) -> Cons(Cons(a, c.map(fn(x) x.head.unjust)), transpose(Cons(b, c.map(fn(x) x.tail)).unsafe-decreasing))
Cons(Nil, b) -> transpose(b)
Nil -> Nil
 
fun rows(l)
l.splitBy(4)
 
fun left(l)
l.rows.map(hit).concat
 
fun right(l)
l.rows.map(hitBack).concat
 
fun up(l)
l.rows.transpose.map(hit).transpose.concat
 
fun down(l)
l.rows.transpose.map(hitBack).transpose.concat
 
fun (==)(l1: list<int>, l2: list<int>): bool
match l1
Cons(a, b) -> match l2
Cons(c, d) -> a == c && b == d
Nil -> False
Nil -> match l2
Cons -> False
Nil -> True
 
fun lose(l)
l.left == l && l.right == l && l.up == l && l.down == l
 
fun numZeros(l: list<int>): int
l.filter(fn(x) x == 0).length
 
fun insert(l: list<int>, what: int, toWhere: int)
match l
Cons(0, tail) | tail.numZeros == toWhere -> Cons(what, tail)
Cons(head, tail) -> Cons(head, tail.insert(what, toWhere))
Nil -> Nil
 
fun spawnOn(l)
val newTileValue = if random-int() % 10 == 0 then 4 else 2
val newPosition = random-int() % (l.numZeros - 1)
l.insert(newTileValue, newPosition)
 
fun show-board(l: list<int>): div string
"\n" ++ l.rows.map(fn(r) r.map(fn(x) x.show.pad-left(4)).join("")).intersperse("\n").join("") ++ "\n"
 
fun quit(l)
[]
 
fun quitted(l)
l.is-nil
 
fun dispatch(c)
match c
'i' -> up
'j' -> left
'k' -> down
'l' -> right
'q' -> quit
_ ->
println("Unknown command: keys are ijkl to move, q to quit")
id
 
fun key()
readline().head-char.default('_')
 
fun turn(l)
l.show-board.println
val next = dispatch(key())(l)
if !(next == l) && next.quitted.not then
spawnOn(next)
else
next
 
fun play(state)
if state.win || state.lose || state.quitted then
if state.quitted then
"You quit!".println
else if state.win then
"You won!".println
else
"You lost!".println
else
"play".println
play(turn(state))
 
fun main()
print("ijkl to move, q to quit\n")
val initial = empty.spawnOn
println("Starting game...")
play(initial)
 
</syntaxhighlight>
 
Line 9,286 ⟶ 9,636:
Stateless with focus on clarity rather than conciseness.
 
<syntaxhighlight lang="scala">import java.io.BufferedReader
import java.io.InputStreamReader
 
Line 9,476 ⟶ 9,826:
Takes input on stdin using the words "left", "right", "up", "down".
 
<syntaxhighlight lang=Latitude"latitude">
use 'format import '[format].
use 'random.
Line 9,719 ⟶ 10,069:
=={{header|Lua}}==
Sadly, ANSI C doesn't have low-level keyboard input, so neither does vanilla Lua, so the input is a bit cumbersome (wasd PLUS enter).
<syntaxhighlight lang="lua">-- 2048 for Lua 5.1-5.4, 12/3/2020 db
local unpack = unpack or table.unpack -- for 5.3 +/- compatibility
game = {
Line 9,808 ⟶ 10,158:
 
=={{header|M2000 Interpreter}}==
<syntaxhighlight lang=M2000"m2000 Interpreterinterpreter">
Module Game2048 {
\\ 10% 4 and 90% 2
Line 9,964 ⟶ 10,314:
 
Next is the main body of code:
<syntaxhighlight lang=Maple"maple">
macro(SP=DocumentTools:-SetProperty, GP=DocumentTools:-GetProperty);
G := module()
Line 10,188 ⟶ 10,538:
 
=={{header|Mathematica}}/{{header|Wolfram Language}}==
<syntaxhighlight lang=Mathematica"mathematica">SetOptions[InputNotebook[],NotebookEventActions->{
"LeftArrowKeyDown":>(stat=Coalesce[stat];AddNew[]),
"RightArrowKeyDown":>(stat=Reverse/@Coalesce[Reverse/@stat];AddNew[]),
Line 10,226 ⟶ 10,576:
=={{header|MATLAB}}==
 
<syntaxhighlight lang=MATLAB"matlab">function field = puzzle2048(field)
 
if nargin < 1 || isempty(field)
Line 10,360 ⟶ 10,710:
 
You can start with an empty 4 x 4 board and save the last state of the playing field with:
<syntaxhighlight lang=MATLAB"matlab">field = puzzle2048();</syntaxhighlight>
 
Or you start from a saved playing field:
<syntaxhighlight lang=MATLAB"matlab">field = puzzle2048(savedField);</syntaxhighlight>
 
=={{header|Nim}}==
Line 10,369 ⟶ 10,719:
{{works with|Nim Compiler|0.19.4}}
 
<syntaxhighlight lang="nim">import random, strutils, terminal
 
const
Line 10,557 ⟶ 10,907:
=={{header|OCaml}}==
 
<syntaxhighlight lang="ocaml">
let list_make x v =
let rec aux acc i =
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=={{header|Pascal}}==
<syntaxhighlight lang=Pascal"pascal">
program game2048;
uses Crt;
Line 11,112 ⟶ 11,462:
 
=={{header|Perl}}==
<syntaxhighlight lang="perl">#!/usr/bin/perl
 
use strict; # https://rosettacode.org/wiki/2048
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Now I just got figure out how to win...
You can run this online [http://phix.x10.mx/p2js/2048.htm here].
<!--<syntaxhighlight lang=Phix"phix">(phixonline)-->
<span style="color: #000080;font-style:italic;">-- demo\rosetta\2048.exw</span>
<span style="color: #008080;">with</span> <span style="color: #008080;">javascript_semantics</span>
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=={{header|PHP}}==
Works from PHP5 and upwards in CLI mode.
<syntaxhighlight lang=PHP"php">
<?php
 
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=={{header|PicoLisp}}==
<syntaxhighlight lang=PicoLisp"picolisp">(load "@lib/simul.l")
 
(symbols 'simul 'pico)
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=={{header|Pony}}==
{{works with|ponyc|0.10.0}}
<syntaxhighlight lang="pony">
use "term"
use "random"
Line 12,117 ⟶ 12,467:
=={{header|Prolog}}==
Works with swi-prolog, any version.
<syntaxhighlight lang=Prolog"prolog">/* -------------------------------------------------------------
Entry point, just create a blank grid and enter a 'game loop'
-------------------------------------------------------------*/
Line 12,295 ⟶ 12,645:
=={{header|Python}}==
===Python: Original, with output===
<syntaxhighlight lang="python">#!/usr/bin/env python3
 
import curses
Line 12,499 ⟶ 12,849:
 
===Python: using tkinter===
<syntaxhighlight lang="python">#!/usr/bin/env python3
 
''' Python 3.6.5 code using Tkinter graphical user interface.
Line 12,796 ⟶ 13,146:
 
=={{header|QB64}}==
<syntaxhighlight lang=QB64"qb64">
_DEFINE A-Z AS _INTEGER64
DIM SHARED Grid(0 TO 5, 0 TO 5) AS INTEGER
Line 13,088 ⟶ 13,438:
=={{header|R}}==
orginal R package : https://github.com/ThinkRstat/r2048
<syntaxhighlight lang=R"r">
GD <- function(vec) {
c(vec[vec != 0], vec[vec == 0])
Line 13,258 ⟶ 13,608:
Play the RacketScript fork online here: http://rapture.twistedplane.com:8080/#example/2048-game
 
<syntaxhighlight lang=Racket"racket">
;; LICENSE: See License file LICENSE (MIT license)
;;
Line 14,069 ⟶ 14,419:
Uses termios to set the terminal options, so only compatible with POSIX terminals. This version does not include a specific "win" or "lose" condition. (though it would be trivial to add them.) You can continue to play this even after getting a 2048 tile; and if there is no valid move you can make, you can't do anything but quit.
{{works with|Rakudo|2018.05}}
<syntaxhighlight lang=perl6"raku" line>use Term::termios;
 
constant $saved = Term::termios.new(fd => 1).getattr;
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{{works with|Red|0.6.4}}
 
<syntaxhighlight lang=Red"red">Red [Needs: 'View]
 
random/seed now
Line 14,315 ⟶ 14,665:
::* &nbsp; displays a message if a winning move was entered.
::* &nbsp; displays the game board as a grid &nbsp; (with boxes).
<syntaxhighlight lang="rexx">/*REXX program lets a user play the 2048 game on an NxN grid (default is 4x4 grid).*/
parse arg N win seed . /*obtain optional arguments from the CL*/
if N=='' | N=="," then N= 4 /*Not specified? Then use the default.*/
Line 14,573 ⟶ 14,923:
 
=={{header|Ring}}==
<syntaxhighlight lang="ring">
# Project : 2048 Game
 
Line 15,014 ⟶ 15,364:
=={{header|Ruby}}==
inspired by the Raku version
<syntaxhighlight lang="ruby">
#!/usr/bin/ruby
 
Line 15,219 ⟶ 15,569:
A simple implementation in rust. The user has to input an endline since i did not find a way to read a key press
{{libheader|rand}}
<syntaxhighlight lang="rust">
use std::io::{self,BufRead};
extern crate rand;
Line 15,407 ⟶ 15,757:
 
=={{header|Scala}}==
<syntaxhighlight lang="scala">import java.awt.event.{KeyAdapter, KeyEvent, MouseAdapter, MouseEvent}
import java.awt.{BorderLayout, Color, Dimension, Font, Graphics2D, Graphics, RenderingHints}
import java.util.Random
Line 15,611 ⟶ 15,961:
STD_CONSOLE works also always the same, independent from the operating system or terminal/console.
 
<syntaxhighlight lang="seed7">$ include "seed7_05.s7i";
include "console.s7i";
include "keybd.s7i";
Line 15,804 ⟶ 16,154:
=={{header|Tcl}}==
===Text mode===
<syntaxhighlight lang="tcl">
# A minimal implementation of the game 2048 in Tcl.
# For a maintained version with expanded functionality see
Line 16,088 ⟶ 16,438:
=={{header|Visual Basic .NET}}==
{{trans|C#}}
<syntaxhighlight lang="vbnet">Friend Class Tile
Public Sub New()
Me.Value = 0
Line 16,352 ⟶ 16,702:
{{libheader|Wren-fmt}}
{{libheader|Wren-str}}
<syntaxhighlight lang=ecmascript"wren">import "./dynamic" for Enum, Struct
import "random" for Random
import "./ioutil" for Input
import "./fmt" for Fmt
import "./str" for Str
 
var MoveDirection = Enum.create("MoveDirection", ["up", "down", "left", "right"])
Line 16,587 ⟶ 16,937:
 
=={{header|XPL0}}==
<syntaxhighlight lang=XPL0"xpl0">include c:\cxpl\codes; \intrinsic 'code' declarations
int Box(16), Moved;
 
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