├── src ├── vite-env.d.ts ├── 3072-icon.png ├── components │ ├── child │ │ ├── GameOverCell.tsx │ │ ├── Display.tsx │ │ ├── ScoreDisplays.tsx │ │ ├── Button.tsx │ │ ├── NewGameButton.tsx │ │ ├── DisplayBlock.tsx │ │ ├── Cell.tsx │ │ ├── InstructionsModal.tsx │ │ ├── StaticGrid.tsx │ │ ├── GameHeader.tsx │ │ ├── Grid.tsx │ │ ├── GameOver.tsx │ │ └── Game3072.tsx │ └── parent │ │ ├── main.tsx │ │ └── App.tsx ├── css │ ├── index.css │ ├── App.css │ └── Cell.css ├── styleobjects.ts ├── util.test.ts └── util.ts ├── .idea ├── .gitignore ├── vcs.xml ├── modules.xml └── 3072.iml ├── postcss.config.js ├── vite.config.ts ├── vitest.config.ts ├── tsconfig.node.json ├── index.html ├── tailwind.config.cjs ├── .gitignore ├── tsconfig.json ├── package.json ├── README.md ├── public └── vite.svg └── LICENSE /src/vite-env.d.ts: -------------------------------------------------------------------------------- 1 | /// 2 | -------------------------------------------------------------------------------- /src/3072-icon.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/WeiChongDevelops/3072/HEAD/src/3072-icon.png -------------------------------------------------------------------------------- /.idea/.gitignore: -------------------------------------------------------------------------------- 1 | # Default ignored files 2 | /shelf/ 3 | /workspace.xml 4 | # Editor-based HTTP Client requests 5 | /httpRequests/ 6 | -------------------------------------------------------------------------------- /postcss.config.js: -------------------------------------------------------------------------------- 1 | export default { 2 | plugins: { 3 | tailwindcss: {}, 4 | autoprefixer: {}, 5 | }, 6 | }; 7 | -------------------------------------------------------------------------------- /.idea/vcs.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /vite.config.ts: -------------------------------------------------------------------------------- 1 | import { defineConfig } from 'vite' 2 | import react from '@vitejs/plugin-react' 3 | 4 | // https://vitejs.dev/config/ 5 | export default defineConfig({ 6 | plugins: [react()], 7 | }) 8 | -------------------------------------------------------------------------------- /src/components/child/GameOverCell.tsx: -------------------------------------------------------------------------------- 1 | export default function GameOverCell() { 2 | 3 | return ( 4 |
5 | ); 6 | } -------------------------------------------------------------------------------- /vitest.config.ts: -------------------------------------------------------------------------------- 1 | import react from '@vitejs/plugin-react'; 2 | import { defineConfig } from 'vitest/config' 3 | 4 | export default defineConfig({ 5 | plugins: [react()], 6 | test: { 7 | include: ['**/*.test.ts'], 8 | globals: true 9 | }, 10 | }) -------------------------------------------------------------------------------- /tsconfig.node.json: -------------------------------------------------------------------------------- 1 | { 2 | "compilerOptions": { 3 | "composite": true, 4 | "skipLibCheck": true, 5 | "module": "ESNext", 6 | "moduleResolution": "bundler", 7 | "allowSyntheticDefaultImports": true 8 | }, 9 | "include": ["vite.config.ts"] 10 | } 11 | -------------------------------------------------------------------------------- /.idea/modules.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /src/components/parent/main.tsx: -------------------------------------------------------------------------------- 1 | import React from 'react' 2 | import ReactDOM from 'react-dom/client' 3 | import App from './App.tsx' 4 | import '../../css/index.css' 5 | 6 | ReactDOM.createRoot(document.getElementById('root') as HTMLElement).render( 7 | 8 | 9 | , 10 | ) 11 | -------------------------------------------------------------------------------- /index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 3072 8 | 9 | 10 |
11 | 12 | 13 | 14 | -------------------------------------------------------------------------------- /.idea/3072.iml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | -------------------------------------------------------------------------------- /src/components/child/Display.tsx: -------------------------------------------------------------------------------- 1 | interface DisplayProps { 2 | displayText: string; 3 | displayType: string; 4 | } 5 | 6 | export default function Display({displayText, displayType}:DisplayProps) { 7 | return ( 8 |
9 |

{displayType}

10 |

{displayText}

11 |
12 | ); 13 | } -------------------------------------------------------------------------------- /src/components/child/ScoreDisplays.tsx: -------------------------------------------------------------------------------- 1 | import Display from "./Display.tsx"; 2 | 3 | interface ScoreDisplaysProps { 4 | currentScore: number; 5 | highScore: number; 6 | setHighScore: Function; 7 | } 8 | 9 | export default function ScoreDisplays({currentScore, highScore}:ScoreDisplaysProps) { 10 | return ( 11 |
12 | 13 | 14 |
15 | ); 16 | } -------------------------------------------------------------------------------- /tailwind.config.cjs: -------------------------------------------------------------------------------- 1 | module.exports = { 2 | mode: 'jit', 3 | content: ['./src/**/*.{js,jsx,ts,tsx}', './index.html'], 4 | theme: { 5 | extend: { 6 | borderColor: { 7 | customGrey: '#131212', 8 | customGreen: '#70806e', 9 | }, 10 | backgroundColor: { 11 | customGrey: '#131212', 12 | customGreen: '#70806e', 13 | }, 14 | boxShadowColor: { 15 | customGrey: '#131212', 16 | customGreen: '#7d8d7b', 17 | lightGreen: '#c5d4c3' 18 | }, 19 | }, 20 | }, 21 | variants: { 22 | extend: {}, 23 | }, 24 | plugins: [], 25 | } 26 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Dependency directories 2 | node_modules/ 3 | 4 | # Build outputs 5 | /dist 6 | /build 7 | /out 8 | 9 | # Environment variables 10 | .env 11 | .env.local 12 | .env.development.local 13 | .env.test.local 14 | .env.production.local 15 | 16 | # IDE and editors 17 | /.idea/ 18 | .vscode/ 19 | *.sublime-workspace 20 | *.sublime-project 21 | 22 | # Logs 23 | logs 24 | *.log 25 | npm-debug.log* 26 | yarn-debug.log* 27 | yarn-error.log* 28 | 29 | # Operating System files 30 | .DS_Store 31 | Thumbs.db 32 | 33 | # Optional TypeScript cache 34 | *.tsbuildinfo 35 | 36 | # Test coverage 37 | /coverage 38 | 39 | # Temporary files 40 | .tmp 41 | .temp 42 | -------------------------------------------------------------------------------- /src/css/index.css: -------------------------------------------------------------------------------- 1 | @import url('https://fonts.googleapis.com/css2?family=Roboto+Slab:wght@300;400;500;600;700;800;900&display=swap'); 2 | /*@import url('https://fonts.googleapis.com/css2?family=Domine:wght@400;500;600;700&display=swap');*/ 3 | /*@import url('https://fonts.googleapis.com/css2?family=Literata:wght@200;300;400;500;600;700;800;900&display=swap');*/ 4 | 5 | @tailwind base; 6 | @tailwind components; 7 | @tailwind utilities; 8 | 9 | :root { 10 | font-family: 'Roboto Slab', Inter, Helvetica, Arial, serif; 11 | line-height: 1.5; 12 | font-weight: 900; 13 | 14 | color-scheme: dark; 15 | color: rgba(255, 255, 255, 0.87); 16 | background-color: #181818; 17 | } -------------------------------------------------------------------------------- /src/components/child/Button.tsx: -------------------------------------------------------------------------------- 1 | import {MouseEventHandler} from "react"; 2 | 3 | 4 | interface ButtonProps { 5 | clickFunction: MouseEventHandler; 6 | buttonMessage: string; 7 | children?: React.ReactNode 8 | } 9 | 10 | export default function Button({clickFunction, buttonMessage, children}:ButtonProps) { 11 | 12 | return ( 13 | 19 | ); 20 | } -------------------------------------------------------------------------------- /tsconfig.json: -------------------------------------------------------------------------------- 1 | { 2 | "compilerOptions": { 3 | "target": "ES2020", 4 | "useDefineForClassFields": true, 5 | "lib": ["ES2020", "DOM", "DOM.Iterable"], 6 | "module": "ESNext", 7 | "skipLibCheck": true, 8 | 9 | /* Bundler mode */ 10 | "moduleResolution": "bundler", 11 | "allowImportingTsExtensions": true, 12 | "resolveJsonModule": true, 13 | "isolatedModules": true, 14 | "noEmit": true, 15 | "jsx": "react-jsx", 16 | 17 | /* Linting */ 18 | "strict": true, 19 | "noUnusedLocals": true, 20 | "noUnusedParameters": true, 21 | "noFallthroughCasesInSwitch": true, 22 | 23 | "types": ["vitest/globals"] 24 | }, 25 | "include": ["src"], 26 | "references": [{ "path": "./tsconfig.node.json" }] 27 | } 28 | -------------------------------------------------------------------------------- /src/components/child/NewGameButton.tsx: -------------------------------------------------------------------------------- 1 | import {getFreshMatrix} from "../../util.ts"; 2 | import Button from "./Button.tsx"; 3 | import {ArrowCounterClockwise} from "@phosphor-icons/react"; 4 | interface NewGameButtonProps { 5 | setGameMatrix: Function; 6 | size: number; 7 | setCurrentScore: Function; 8 | buttonMessage?: string; 9 | setIsGameOver: Function; 10 | } 11 | 12 | export default function NewGameButton({setGameMatrix, size, setCurrentScore, buttonMessage="New Game", setIsGameOver}:NewGameButtonProps) { 13 | 14 | const handleClick = () => { 15 | setGameMatrix(getFreshMatrix(size)); 16 | setCurrentScore(0); 17 | setIsGameOver(false); 18 | } 19 | 20 | return ( 21 | 24 | ); 25 | } -------------------------------------------------------------------------------- /src/components/child/DisplayBlock.tsx: -------------------------------------------------------------------------------- 1 | import NewGameButton from "./NewGameButton.tsx"; 2 | import ScoreDisplays from "./ScoreDisplays.tsx"; 3 | 4 | interface DisplayBlockProps { 5 | currentScore: number; 6 | setCurrentScore: Function; 7 | setGameMatrix: Function; 8 | size: number; 9 | highScore: number; 10 | setHighScore: Function; 11 | setIsGameOver: Function; 12 | } 13 | 14 | export default function DisplayBlock({currentScore, setCurrentScore, setGameMatrix, size, highScore, setHighScore, setIsGameOver}:DisplayBlockProps) { 15 | return ( 16 |
17 | 18 | 19 |
20 | ); 21 | } 22 | -------------------------------------------------------------------------------- /src/components/child/Cell.tsx: -------------------------------------------------------------------------------- 1 | import { colours } from "../../styleobjects.ts"; 2 | 3 | interface CellProps { 4 | cellValue: number; 5 | debugXCoord: number; 6 | debugYCoord: number; 7 | justGenerated: boolean; 8 | justMerged: boolean; 9 | } 10 | 11 | export default function Cell({cellValue, justGenerated, justMerged}:CellProps) { 12 | 13 | const colourObject = cellValue === 0 ? colours[0] : colours[Math.log2(cellValue/3) + 1]; 14 | 15 | return ( 16 |
23 |

25 | {cellValue ? cellValue : null} 26 |

27 | {/**/} 28 | {/* {`${debugXCoord},${debugYCoord}`}*/} 29 |
30 | ); 31 | } -------------------------------------------------------------------------------- /src/components/parent/App.tsx: -------------------------------------------------------------------------------- 1 | import '../../css/App.css'; 2 | import Game3072 from "../child/Game3072.tsx"; 3 | import "../../css/Cell.css"; 4 | import InstructionsModal from "../child/InstructionsModal.tsx"; 5 | import { useState } from "react"; 6 | import {useAutoAnimate} from "@formkit/auto-animate/react"; 7 | 8 | const SIZE = 4; 9 | export default function App() { 10 | const [showModal, setShowModal] = useState(true); 11 | const [closing, setClosing] = useState(false); 12 | 13 | const onClose = () => { 14 | setClosing(true); 15 | setTimeout(() => { 16 | setShowModal(false); 17 | setClosing(false); 18 | }, 1000); 19 | }; 20 | 21 | const [animationParent] = useAutoAnimate() 22 | 23 | return ( 24 |
25 | {showModal && } 26 |
27 | 28 |
29 |
30 | ); 31 | } 32 | 33 | -------------------------------------------------------------------------------- /package.json: -------------------------------------------------------------------------------- 1 | { 2 | "name": "vite-project", 3 | "private": true, 4 | "version": "0.0.0", 5 | "type": "module", 6 | "scripts": { 7 | "dev": "vite", 8 | "build": "tsc && vite build", 9 | "lint": "eslint src --ext ts,tsx --report-unused-disable-directives --max-warnings 0", 10 | "preview": "vite preview", 11 | "test": "vitest" 12 | }, 13 | "dependencies": { 14 | "@formkit/auto-animate": "^0.8.2", 15 | "@phosphor-icons/react": "^2.1.7", 16 | "clsx": "^2.1.1", 17 | "react": "^18.2.0", 18 | "react-dom": "^18.2.0", 19 | "tailwind-merge": "^2.3.0" 20 | }, 21 | "devDependencies": { 22 | "@types/react": "^18.0.37", 23 | "@types/react-dom": "^18.0.11", 24 | "@typescript-eslint/eslint-plugin": "^5.59.0", 25 | "@typescript-eslint/parser": "^5.59.0", 26 | "@vitejs/plugin-react": "^4.0.0", 27 | "@vitest/coverage-v8": "^2.0.4", 28 | "autoprefixer": "^10.4.19", 29 | "eslint": "^8.38.0", 30 | "eslint-plugin-react-hooks": "^4.6.0", 31 | "eslint-plugin-react-refresh": "^0.3.4", 32 | "postcss": "^8.4.39", 33 | "tailwindcss": "^3.4.6", 34 | "typescript": "^5.5.4", 35 | "vite": "^5.3.4", 36 | "vitest": "^2.0.4" 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # 3072 2 | Welcome to 3072, a number-merging game inspired by the popular game "2048", but this time, with a twist. The gameplay is extraordinarily different to 2048, in that it uses 3s instead of 2s; a truly profound and mindbending change in user experience. 3 | 4 | This project is built with TypeScript, React, and Tailwind CSS, ensuring high-performance interactivity and a stunning, responsive design. Your high scores are not lost when you close the game; they are stored locally on your device for you to keep pushing your limits. 5 | 6 | # Play Now 7 | Try 3072 now, [here](https://3072.vercel.app/)! 8 | 9 | # Rules of the Game 10 | - The game is played on a 4x4 grid. 11 | - Use your arrow keys to move the blocks. When two blocks with the same number touch, they merge into one with their sum! 12 | - With every move, another small block appears on an empty spot in the grid. 13 | - The goal is to combine blocks to create a block with the number '3072'. 14 | - The game is over when the grid is filled and you cannot make a valid move. 15 | - Although mobile-responsive, I have not added swipe controls - please use a laptop or desktop. 16 | 17 | # Contribution 18 | Contributions, issues, and feature requests are welcome! Feel free to check the issues page to contribute. 19 | 20 | # License 21 | This project is open source, licensed under the GNU GENERAL PUBLIC LICENSE. 22 | 23 | # Contact 24 | You can get in touch with me at: 25 | GitHub: @WeiChongDevelops 26 | -------------------------------------------------------------------------------- /public/vite.svg: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /src/styleobjects.ts: -------------------------------------------------------------------------------- 1 | export const colours = [ 2 | { backgroundColour: "#70806e", textColour: "black", textSize: "56px" }, 3 | { backgroundColour: "#acd7b9", textColour: "black", textSize: "56px" }, 4 | { backgroundColour: "#2dcea6", textColour: "black", textSize: "56px" }, 5 | { backgroundColour: "#154115", textColour: "white", textSize: "50px" }, 6 | { backgroundColour: "#86d98c", textColour: "black", textSize: "48px" }, 7 | { backgroundColour: "#0a5d42", textColour: "white", textSize: "48px" }, 8 | { backgroundColour: "#44a8c5", textColour: "black", textSize: "48px" }, 9 | { backgroundColour: "#2b4dd5", textColour: "white", textSize: "42px" }, 10 | { backgroundColour: "#111969", textColour: "white", textSize: "42px" }, 11 | { backgroundColour: "#43739a", textColour: "black", textSize: "42px" }, 12 | { backgroundColour: "#e31ba4", textColour: "black", textSize: "38px" }, 13 | { backgroundColour: "#EEC94D", textColour: "white", textSize: "38px" }, 14 | { backgroundColour: "#3b3569", textColour: "white", textSize: "38px" }, 15 | { backgroundColour: "#6b12dc", textColour: "white", textSize: "32px" }, 16 | { backgroundColour: "#d667de", textColour: "black", textSize: "32px" }, 17 | { backgroundColour: "#9c03d7", textColour: "white", textSize: "32px" }, 18 | { backgroundColour: "#146181", textColour: "white", textSize: "32px" }, 19 | { backgroundColour: "#000000", textColour: "white", textSize: "28px" }, 20 | ]; 21 | -------------------------------------------------------------------------------- /src/components/child/InstructionsModal.tsx: -------------------------------------------------------------------------------- 1 | import Button from "./Button.tsx"; 2 | import {MouseEventHandler} from "react"; 3 | 4 | interface InstructionsModalProps { 5 | onClose: MouseEventHandler 6 | closing: boolean 7 | } 8 | 9 | export default function InstructionsModal({ onClose, closing }: InstructionsModalProps) { 10 | return ( 11 |
12 |
13 |
14 | × 15 |

Welcome to 3072!

16 |
    17 |
  1. Swipe or use arrow keys to move the blocks.
  2. 18 |
  3. When two blocks with the same number touch, they combine to form a block with their sum!
  4. 19 |
  5. The goal is to combine blocks to create a block with the number '3072'.
  6. 20 |
  7. The game is over when the grid is filled and you cannot make a valid move.
  8. 21 |
22 |
24 |
25 |
26 | ); 27 | } 28 | -------------------------------------------------------------------------------- /src/components/child/StaticGrid.tsx: -------------------------------------------------------------------------------- 1 | import Cell from "./Cell.tsx"; 2 | 3 | interface gridProps { 4 | gameMatrix: number[][]; 5 | justGenerated: boolean[][]; 6 | justMergedMatrix: boolean[][]; 7 | } 8 | 9 | export default function StaticGrid({gameMatrix, justGenerated, justMergedMatrix}:gridProps) { 10 | 11 | 12 | const gridContainerStyle = { 13 | display: "grid", 14 | gridTemplateColumns: `repeat(${gameMatrix.length}, 1fr)`, 15 | gridTemplateRows: `repeat(${gameMatrix.length}, 1fr)`, 16 | maxHeight: `${160*gameMatrix.length + 15}px`, 17 | boxShadow: "0 0 45px 2px rgba(153, 192, 161, 0.7)" 18 | }; 19 | 20 | return ( 21 |
22 | {gameMatrix[0].map((_, columnIndex) => ( 23 |
24 | {gameMatrix.map((matrixRow, rowIndex) => ( 25 | 30 | ))} 31 |
32 | ))} 33 |
34 | ); 35 | } 36 | -------------------------------------------------------------------------------- /src/components/child/GameHeader.tsx: -------------------------------------------------------------------------------- 1 | import ScoreDisplays from "./ScoreDisplays.tsx"; 2 | import NewGameButton from "./NewGameButton.tsx"; 3 | import {cn} from "../../util.ts"; 4 | import {LightbulbFilament} from "@phosphor-icons/react"; 5 | import {Dispatch, SetStateAction} from "react"; 6 | 7 | interface GameHeaderProps { 8 | setGameMatrix: Function; 9 | size: number; 10 | currentScore: number; 11 | setCurrentScore: Function; 12 | highScore: number; 13 | setHighScore: Function; 14 | setIsGameOver: Function; 15 | setShowModal: Dispatch>; 16 | } 17 | 18 | export default function GameHeader({setGameMatrix, size, currentScore, setCurrentScore, highScore, setHighScore, setIsGameOver, setShowModal}:GameHeaderProps) { 19 | return
20 |
21 |

3072

22 | 23 |
24 |
25 | 26 |
27 |
28 | } -------------------------------------------------------------------------------- /src/css/App.css: -------------------------------------------------------------------------------- 1 | 2 | html { 3 | display: flex; 4 | align-items: center; 5 | justify-content: center; 6 | margin: 0 auto; 7 | padding: 0; 8 | text-align: center; 9 | overflow: hidden; 10 | } 11 | 12 | .extra-glowy-text { 13 | text-shadow: 0 0 0.125em rgba(255, 255, 255, 0.2), 0 0 0.4em rgba(255, 255, 255, 0.3); 14 | } 15 | 16 | .modal-overlay { 17 | position: fixed; 18 | inset: 0; 19 | display: flex; 20 | align-items: center; 21 | justify-content: center; 22 | z-index: 1000; 23 | } 24 | 25 | .modal { 26 | background-color: rgba(0, 0, 0, 0.5); 27 | width: 100%; 28 | height: 100%; 29 | display: flex; 30 | align-items: center; 31 | justify-content: center; 32 | } 33 | 34 | .modal-content { 35 | background-color: #e2e8e2; 36 | position: relative; 37 | color: #131212; 38 | border-radius: 10px; 39 | } 40 | 41 | .modal-content li { 42 | @apply my-3 ml-2; 43 | } 44 | 45 | .close-button { 46 | position: absolute; 47 | top: 5px; 48 | right: 20px; 49 | font-size: 24px; 50 | cursor: pointer; 51 | } 52 | 53 | .closing .modal { 54 | opacity: 0; 55 | transition: opacity 500ms ease-in-out; 56 | } 57 | 58 | .closing .game-container { 59 | filter: blur(0); 60 | transition: filter 500ms ease-in-out; 61 | } 62 | 63 | html { 64 | font-size: 18px; 65 | } 66 | 67 | @media (max-width: 64rem) { 68 | html { 69 | font-size: 17px; 70 | } 71 | } 72 | 73 | @media (max-width: 48rem) { 74 | html { 75 | font-size: 16px; 76 | } 77 | } 78 | 79 | @media (max-width: 30rem) { 80 | html { 81 | font-size: 15px; 82 | } 83 | } 84 | @media (max-width: 25rem) { 85 | html { 86 | font-size: 14px; 87 | } 88 | } 89 | 90 | @media (max-width: 20rem) { 91 | html { 92 | font-size: 12px; 93 | } 94 | } -------------------------------------------------------------------------------- /src/components/child/Grid.tsx: -------------------------------------------------------------------------------- 1 | import Cell from "./Cell.tsx"; 2 | import GameOver from "./GameOver.tsx" 3 | 4 | interface gridProps { 5 | gameMatrix: number[][]; 6 | justGenerated: boolean[][]; 7 | justMergedMatrix: boolean[][]; 8 | setGameMatrix: Function; 9 | setCurrentScore: Function; 10 | isGameOver: boolean; 11 | setIsGameOver: Function; 12 | } 13 | 14 | export default function Grid({gameMatrix, justGenerated, justMergedMatrix, setGameMatrix, setCurrentScore, isGameOver, setIsGameOver}:gridProps) { 15 | 16 | const gridContainerStyle = { 17 | display: "grid", 18 | gridTemplateColumns: `repeat(${gameMatrix.length}, 1fr)`, 19 | boxShadow: `0 0 45px 3px ${isGameOver ? 'rgba(255,0,0,0.9)' : 'rgba(126, 145, 131, 1)' }`, 20 | zIndex: 1, 21 | gridArea: "stack" 22 | }; 23 | 24 | return ( 25 |
26 | 31 | 32 | 33 |
34 | {gameMatrix[0].map((_, columnIndex) => ( 35 |
36 | {gameMatrix.map((matrixRow, rowIndex) => ( 37 | 41 | ))} 42 |
43 | ))} 44 |
45 |
46 | 47 | ); 48 | } 49 | -------------------------------------------------------------------------------- /src/css/Cell.css: -------------------------------------------------------------------------------- 1 | @keyframes expandIn { 2 | from { 3 | transform: scale(0.3); 4 | } 5 | to { 6 | transform: scale(1); 7 | } 8 | } 9 | 10 | .just-generated { 11 | transform: scale(0); 12 | animation: expandIn 115ms forwards; 13 | animation-timing-function: ease-out; 14 | box-shadow: none; 15 | } 16 | 17 | @keyframes pop { 18 | 0% { 19 | transform: scale(1); 20 | } 21 | 50% { 22 | transform: scale(1.1); 23 | } 24 | 100% { 25 | transform: scale(1); 26 | } 27 | } 28 | 29 | .just-merged { 30 | transform: scale(1); 31 | animation: pop 200ms forwards; 32 | animation-timing-function: ease-in-out; 33 | } 34 | 35 | @keyframes ghost-right { 36 | 0% { 37 | transform: translate(-15px, 0); 38 | opacity: 0.2; 39 | } 40 | 100% { 41 | transform: translate(0, 0); 42 | opacity: 1; 43 | } 44 | } 45 | 46 | .shift-right{ 47 | transform: translate(0,0); 48 | animation: ghost-right 200ms forwards; 49 | animation-timing-function: ease-in-out; 50 | } 51 | 52 | @keyframes ghost-left { 53 | 0% { 54 | transform: translate(15px, 0); 55 | opacity: 0.2; 56 | } 57 | 100% { 58 | transform: translate(0, 0); 59 | opacity: 1; 60 | } 61 | } 62 | 63 | .shift-left{ 64 | transform: translate(0,0); 65 | animation: ghost-left 200ms forwards; 66 | animation-timing-function: ease-in-out; 67 | } 68 | 69 | @keyframes ghost-down { 70 | 0% { 71 | transform: translate(0, -15px); 72 | opacity: 0.2; 73 | } 74 | 100% { 75 | transform: translate(0, 0); 76 | opacity: 1; 77 | } 78 | } 79 | 80 | .shift-down{ 81 | transform: translate(0,0); 82 | animation: ghost-down 200ms forwards; 83 | animation-timing-function: ease-in-out; 84 | } 85 | 86 | @keyframes ghost-up { 87 | 0% { 88 | transform: translate(0, 15px); 89 | opacity: 0.2; 90 | } 91 | 100% { 92 | transform: translate(0, 0); 93 | opacity: 1; 94 | } 95 | } 96 | 97 | .shift-up{ 98 | transform: translate(0,0); 99 | animation: ghost-up 200ms forwards; 100 | animation-timing-function: ease-in-out; 101 | } 102 | 103 | -------------------------------------------------------------------------------- /src/components/child/GameOver.tsx: -------------------------------------------------------------------------------- 1 | import NewGameButton from "./NewGameButton.tsx"; 2 | import {cn} from "../../util.ts"; 3 | 4 | interface GameOverProps { 5 | gameMatrix: number[][]; 6 | setGameMatrix: Function; 7 | setCurrentScore: Function; 8 | isGameOver: boolean; 9 | setIsGameOver: Function; 10 | } 11 | 12 | export default function GameOver({gameMatrix, setGameMatrix, setCurrentScore, isGameOver, setIsGameOver}:GameOverProps) { 13 | 14 | 15 | // const gridContainerStyle = { 16 | // display: "grid", 17 | // gridTemplateColumns: `repeat(${gameMatrix.length}, 1fr)`, 18 | // gridTemplateRows: `repeat(${gameMatrix.length}, 1fr)`, 19 | // maxHeight: `${112*gameMatrix.length + 15}px`, 20 | // boxShadow: "0 0 45px 2px rgba(153, 192, 161, 0.7)", 21 | // zIndex: 2, 22 | // backgroundColor: "rgba(145,19,19,0.7)", 23 | // opacity: isGameOver? 1 : 0, 24 | // transition: "opacity 1150ms ease-in-out" 25 | // } 26 | 27 | return ( 28 | //
29 | //
30 | // {gameMatrix[0].map((_, columnIndex) => ( 31 | //
32 | // {gameMatrix.map((__, rowIndex) => ( 33 | // 34 | // ))} 35 | //
36 | // ))} 37 | //
38 | //
39 | //

Game Over!

40 | // 41 | //
42 | //
43 |
45 |

Game Over!

46 |
47 | 48 | ); 49 | } 50 | -------------------------------------------------------------------------------- /src/util.test.ts: -------------------------------------------------------------------------------- 1 | import { describe, it, expect, vi } from 'vitest'; 2 | import { handleArrowKey, getFreshMatrix, generateNewTile, matrixHasChanged, isGameOver, validMoveIsPossible } from './util.ts'; 3 | 4 | describe('handleArrowKey', () => { 5 | it('should correctly handle an "up" key press', () => { 6 | // Init game matrix 7 | const initialMatrix = [ 8 | [0, 2, 0, 2], 9 | [0, 0, 2, 4], 10 | [2, 2, 4, 8], 11 | [2, 4, 8, 16] 12 | ]; 13 | 14 | // Mock functions 15 | const setGameMatrix = vi.fn(); 16 | const setJustGenerated = vi.fn(); 17 | const setJustMergedMatrix = vi.fn(); 18 | const setCurrentScore = vi.fn(); 19 | const setHighScore = vi.fn(); 20 | 21 | const currentScore = 0; 22 | 23 | // Run with arrow key 24 | const gameOver = handleArrowKey( 25 | initialMatrix, 26 | 'up', 27 | setGameMatrix, 28 | setJustGenerated, 29 | setJustMergedMatrix, 30 | setCurrentScore, 31 | setHighScore, 32 | currentScore 33 | ); 34 | 35 | expect(setCurrentScore).toHaveBeenCalled(); // Check if score update was called 36 | expect(setHighScore).toHaveBeenCalled(); // Check if high score update was called 37 | expect(gameOver).toBeTypeOf('boolean'); // Function should return a boolean indicating game over status 38 | }); 39 | }); 40 | 41 | describe('getFreshMatrix', () => { 42 | it('should create a grid of the correct size', () => { 43 | const size = 4; 44 | const matrix = getFreshMatrix(size); 45 | expect(matrix.length).toBe(size); 46 | expect(matrix.every(row => row.length === size)).toBe(true); 47 | }); 48 | 49 | it('should initialize with exactly two non-zero tiles', () => { 50 | const size = 4; 51 | const matrix = getFreshMatrix(size); 52 | const nonZeroCount = matrix.flat().filter(tile => tile !== 0).length; 53 | expect(nonZeroCount).toBe(2); 54 | }); 55 | }); 56 | 57 | describe('generateNewTile', () => { 58 | it('should add a new tile if the matrices have changed', () => { 59 | const previous = [ 60 | [0, 0, 0, 0], 61 | [0, 0, 0, 0], 62 | [0, 0, 0, 0], 63 | [0, 0, 0, 0] 64 | ]; 65 | const current = [ 66 | [0, 0, 0, 0], 67 | [0, 0, 0, 0], 68 | [0, 0, 0, 0], 69 | [0, 3, 0, 0] 70 | ]; 71 | const newMatrix = generateNewTile(previous, current, () => {}); 72 | const addedTiles = newMatrix.flat().filter(value => value === 3).length; 73 | expect(addedTiles).toBeGreaterThan(1); // Assuming the original had one new tile already 74 | }); 75 | 76 | it('should not add a new tile if the matrices have not changed', () => { 77 | const matrix = [ 78 | [0, 0, 0, 0], 79 | [0, 3, 0, 0], 80 | [0, 0, 0, 0], 81 | [0, 0, 0, 0] 82 | ]; 83 | const newMatrix = generateNewTile(matrix, matrix, () => {}); 84 | expect(newMatrix).toEqual(matrix); 85 | }); 86 | }); 87 | 88 | describe('matrixHasChanged', () => { 89 | it('should return true if matrices are different', () => { 90 | const matrix1 = [ 91 | [2, 0], 92 | [0, 2] 93 | ]; 94 | const matrix2 = [ 95 | [2, 2], 96 | [0, 2] 97 | ]; 98 | expect(matrixHasChanged(matrix1, matrix2)).toBe(true); 99 | }); 100 | 101 | it('should return false if matrices are identical', () => { 102 | const matrix = [ 103 | [2, 2], 104 | [0, 2] 105 | ]; 106 | expect(matrixHasChanged(matrix, matrix)).toBe(false); 107 | }); 108 | }); 109 | 110 | describe('isGameOver', () => { 111 | it('should return false if there are empty cells in the matrix', () => { 112 | const matrix = [ 113 | [0, 2, 4, 8], 114 | [16, 32, 64, 128], 115 | [256, 512, 1024, 2048], 116 | [4096, 8192, 16384, 32768] 117 | ]; 118 | expect(isGameOver(matrix)).toBe(false); 119 | }); 120 | 121 | it('should return true if no moves are left and no empty cells', () => { 122 | const matrix = [ 123 | [2, 4, 2, 4], 124 | [4, 2, 4, 2], 125 | [2, 4, 2, 4], 126 | [4, 2, 4, 2] 127 | ]; 128 | // Assuming validMoveIsPossible is correctly implemented to detect no possible moves 129 | expect(isGameOver(matrix)).toBe(true); 130 | }); 131 | }); 132 | 133 | describe('validMoveIsPossible', () => { 134 | it('should return true if at least one valid move exists', () => { 135 | const matrix = [ 136 | [2, 2, 4, 8], 137 | [16, 32, 64, 128], 138 | [256, 512, 1024, 2048], 139 | [4096, 8192, 16384, 32768] 140 | ]; 141 | expect(validMoveIsPossible(matrix)).toBe(true); 142 | }); 143 | 144 | it('should return false if no valid moves are possible', () => { 145 | const matrix = [ 146 | [2, 4, 2, 8], 147 | [8, 2, 16, 4], 148 | [4, 16, 8, 2], 149 | [2, 8, 4, 16] 150 | ]; 151 | expect(validMoveIsPossible(matrix)).toBe(false); 152 | }); 153 | }); -------------------------------------------------------------------------------- /src/components/child/Game3072.tsx: -------------------------------------------------------------------------------- 1 | import Grid from "./Grid.tsx"; 2 | import {getFreshMatrix} from "../../util.ts"; 3 | import GameHeader from "./GameHeader.tsx"; 4 | import {Dispatch, SetStateAction, useEffect, useState} from "react"; 5 | import {handleArrowKey} from "../../util.ts"; 6 | 7 | interface Game3072Props { 8 | size: number; 9 | setShowModal: Dispatch>; 10 | } 11 | 12 | export default function Game3072({size, setShowModal}: Game3072Props) { 13 | 14 | const startMatrix = getFreshMatrix(size); 15 | 16 | const [gameMatrix, setGameMatrix] = useState(startMatrix); 17 | const [justGenerated, setJustGenerated] = useState(startMatrix.map( row => row.map(cell => cell !== 0))); 18 | const [justMergedMatrix, setJustMergedMatrix] = useState([ 19 | [false, false, false, false], 20 | [false, false, false, false], 21 | [false, false, false, false], 22 | [false, false, false, false], 23 | ]); 24 | const [currentScore, setCurrentScore] = useState(0); 25 | const [highScore, setHighScore] = useState(loadFromLocalStorage); 26 | const [isGameOver, setIsGameOver] = useState(false); 27 | 28 | function saveToLocalStorage(value: number) { 29 | localStorage.setItem('storedHighScore', value.toString()); 30 | } 31 | 32 | function loadFromLocalStorage() { 33 | const retrievedHighScore = localStorage.getItem('storedHighScore'); 34 | return retrievedHighScore ? parseInt(retrievedHighScore): 0; 35 | } 36 | 37 | useEffect( () => saveToLocalStorage(highScore), [highScore]); 38 | 39 | useEffect(() => { 40 | const handleKeyDown = (evt: KeyboardEvent) => { 41 | let key = ""; 42 | switch (evt.code) { 43 | case "ArrowLeft": 44 | key = "left"; 45 | break; 46 | case "ArrowRight": 47 | key = "right"; 48 | break; 49 | case "ArrowUp": 50 | key = "up"; 51 | break; 52 | case "ArrowDown": 53 | key = "down"; 54 | break; 55 | } 56 | console.log({ currentScore, highScore }); 57 | key && (setIsGameOver(handleArrowKey(gameMatrix, key, setGameMatrix, setJustGenerated, setJustMergedMatrix, setCurrentScore, setHighScore, currentScore))); 58 | }; 59 | 60 | const handleSwipe = (direction: string) => { 61 | console.log({ currentScore, highScore }); 62 | direction && (setIsGameOver(handleArrowKey(gameMatrix, direction, setGameMatrix, setJustGenerated, setJustMergedMatrix, setCurrentScore, setHighScore, currentScore))); 63 | }; 64 | 65 | let touchStartX = 0; 66 | let touchStartY = 0; 67 | let touchEndX = 0; 68 | let touchEndY = 0; 69 | 70 | const handleTouchStart = (evt: TouchEvent) => { 71 | touchStartX = evt.touches[0].clientX; 72 | touchStartY = evt.touches[0].clientY; 73 | }; 74 | 75 | const handleTouchMove = (evt: TouchEvent) => { 76 | touchEndX = evt.touches[0].clientX; 77 | touchEndY = evt.touches[0].clientY; 78 | }; 79 | 80 | const handleTouchEnd = () => { 81 | const deltaX = touchEndX - touchStartX; 82 | const deltaY = touchEndY - touchStartY; 83 | const absDeltaX = Math.abs(deltaX); 84 | const absDeltaY = Math.abs(deltaY); 85 | 86 | if (absDeltaX > absDeltaY) { 87 | if (deltaX > 0) { 88 | handleSwipe("right"); 89 | } else { 90 | handleSwipe("left"); 91 | } 92 | } else { 93 | if (deltaY > 0) { 94 | handleSwipe("down"); 95 | } else { 96 | handleSwipe("up"); 97 | } 98 | } 99 | }; 100 | 101 | window.addEventListener("keydown", handleKeyDown); 102 | window.addEventListener("touchstart", handleTouchStart); 103 | window.addEventListener("touchmove", handleTouchMove); 104 | window.addEventListener("touchend", handleTouchEnd); 105 | 106 | return () => { 107 | window.removeEventListener("keydown", handleKeyDown); 108 | window.removeEventListener("touchstart", handleTouchStart); 109 | window.removeEventListener("touchmove", handleTouchMove); 110 | window.removeEventListener("touchend", handleTouchEnd); 111 | }; 112 | }, [currentScore, highScore]); 113 | 114 | return ( 115 |
116 | 124 | 132 |
133 | ) 134 | } 135 | -------------------------------------------------------------------------------- /src/util.ts: -------------------------------------------------------------------------------- 1 | import {ClassValue, clsx} from "clsx"; 2 | import {twMerge} from "tailwind-merge"; 3 | import {Dispatch, SetStateAction} from "react"; 4 | 5 | /** 6 | * Combines class names using `clsx` and `twMerge` for optimized className merging. 7 | * @param inputs - Array of class values to be merged. 8 | * @returns A single string with combined and deduplicated class names. 9 | */ 10 | export function cn(...inputs: ClassValue[]) { 11 | return twMerge(clsx(inputs)); 12 | } 13 | 14 | 15 | /** 16 | * Handles the logic for arrow key presses, updating the game state. 17 | * @param gameMatrix - Current state of the game matrix. 18 | * @param key - The arrow key pressed ('up', 'down', 'left', 'right'). 19 | * @param setGameMatrix - Function to update the game matrix. 20 | * @param setJustGenerated - Function to mark newly generated tiles. 21 | * @param setJustMergedMatrix - Function to mark newly merged tiles. 22 | * @param setCurrentScore - Function to update the current score. 23 | * @param setHighScore - Function to update the high score. 24 | * @param currentScore - Current game score. 25 | * @returns A boolean indicating if the game is over. 26 | */ 27 | export function handleArrowKey(gameMatrix: number[][], key: string, 28 | setGameMatrix: Dispatch>, 29 | setJustGenerated: Dispatch>, 30 | setJustMergedMatrix: Dispatch>, 31 | setCurrentScore: Dispatch>, 32 | setHighScore: Dispatch>, 33 | currentScore: number): boolean { 34 | const intermediateJustMergedMatrix = [ 35 | [false, false, false, false], 36 | [false, false, false, false], 37 | [false, false, false, false], 38 | [false, false, false, false], 39 | ] 40 | 41 | let trackedScore = currentScore; 42 | 43 | // Block merging 44 | console.log("Current score passed to util: " + currentScore); 45 | 46 | // Initialise updated matrix to return, gridSize, and map to prevent single-move remerging 47 | const previousMatrix = gameMatrix.map(row => [...row]); 48 | let newMatrix = [...gameMatrix]; 49 | 50 | const gridSize = newMatrix.length; 51 | const justFormedMap : Map = new Map(); 52 | 53 | // Initialise map with falses for all cells 54 | for (let i = 0; i= scanningLoopEnd : innerIndex < scanningLoopEnd; innerIndex += scanningLoopIncrement) { 71 | const columnIndex = isHorizontal ? innerIndex: outerIndex; 72 | const rowIndex = isHorizontal ? outerIndex: innerIndex; 73 | 74 | // Generic Block Movement Direction 75 | const movementLoopStart = isHorizontal ? columnIndex : rowIndex; 76 | const movementLoopEnd = isForward ? gridSize - 1 : 0; 77 | const movementLoopIncrement = isForward ? 1 : -1; 78 | 79 | let pointsGainedFromThisMove = 0; 80 | 81 | for (let movementCheckerIndex = movementLoopStart; 82 | isForward ? movementCheckerIndex < movementLoopEnd : movementCheckerIndex > movementLoopEnd; 83 | movementCheckerIndex += movementLoopIncrement) { 84 | // Generic Ahead-Check 85 | const indexAhead = movementCheckerIndex + (isForward ? 1 : -1); 86 | 87 | // Right/Left Block Shifting Logic 88 | if (isHorizontal && newMatrix[rowIndex][indexAhead] === 0 && newMatrix[rowIndex][movementCheckerIndex] !== 0) { 89 | const cellValue = newMatrix[rowIndex][movementCheckerIndex]; 90 | 91 | newMatrix[rowIndex][movementCheckerIndex] = 0; 92 | newMatrix[rowIndex][indexAhead] = cellValue; 93 | } 94 | // Up/Down Block Shifting Logic 95 | if (!isHorizontal && newMatrix[indexAhead][columnIndex] === 0 && newMatrix[movementCheckerIndex][columnIndex] !== 0) { 96 | const cellValue = newMatrix[movementCheckerIndex][columnIndex]; 97 | 98 | newMatrix[movementCheckerIndex][columnIndex] = 0; 99 | newMatrix[indexAhead][columnIndex] = cellValue; 100 | } 101 | 102 | // Right/Left Arrow Merge 103 | if (isHorizontal && !justFormedMap.get(`${rowIndex},${indexAhead}`) 104 | && !justFormedMap.get(`${rowIndex},${movementCheckerIndex}`) 105 | && newMatrix[rowIndex][movementCheckerIndex] === newMatrix[rowIndex][indexAhead] 106 | && newMatrix[rowIndex][movementCheckerIndex] !== 0) { 107 | 108 | newMatrix[rowIndex][movementCheckerIndex] = 0; 109 | newMatrix[rowIndex][indexAhead] *= 2; 110 | justFormedMap.set(`${rowIndex},${indexAhead}`, true); 111 | intermediateJustMergedMatrix[rowIndex][indexAhead] = true; 112 | 113 | setGameMatrix(newMatrix); 114 | 115 | pointsGainedFromThisMove += newMatrix[rowIndex][indexAhead]; 116 | } 117 | 118 | // Down/Up Arrow Merge 119 | if (!isHorizontal && !justFormedMap.get(`${indexAhead},${columnIndex}`) 120 | && !justFormedMap.get(`${movementCheckerIndex},${columnIndex}`) 121 | && newMatrix[movementCheckerIndex][columnIndex] === newMatrix[indexAhead][columnIndex] 122 | && newMatrix[movementCheckerIndex][columnIndex] !== 0) { 123 | 124 | newMatrix[movementCheckerIndex][columnIndex] = 0; 125 | newMatrix[indexAhead][columnIndex] *= 2; 126 | justFormedMap.set(`${indexAhead},${columnIndex}`, true); 127 | intermediateJustMergedMatrix[indexAhead][columnIndex] = true; 128 | 129 | setGameMatrix(newMatrix); 130 | 131 | pointsGainedFromThisMove += newMatrix[indexAhead][columnIndex]; 132 | } 133 | } 134 | trackedScore += pointsGainedFromThisMove 135 | if (pointsGainedFromThisMove > 0) { 136 | setCurrentScore( (oldScore: number) => oldScore + pointsGainedFromThisMove) 137 | setHighScore ((oldHighScore: number) => { 138 | return trackedScore > oldHighScore ? trackedScore : oldHighScore 139 | }) 140 | setJustMergedMatrix(intermediateJustMergedMatrix.map(arr => [...arr])); 141 | } 142 | } 143 | } 144 | newMatrix = generateNewTile(previousMatrix, newMatrix, setJustGenerated); 145 | return isGameOver(newMatrix); 146 | } 147 | 148 | 149 | /** 150 | * Generates a fresh game matrix with initial random tiles for the game start. 151 | * @param gridSize - The size of the grid. 152 | * @returns A new game matrix initialized with two random tiles. 153 | */ 154 | export function getFreshMatrix(gridSize: number): number[][] { 155 | const startingSlotIndices: number[] = []; 156 | 157 | const firstRandomNumber = getRandomNumber(gridSize) 158 | startingSlotIndices.push(firstRandomNumber); 159 | for (let i = 0; i [...arr])); 242 | 243 | return newMatrix; 244 | } 245 | 246 | 247 | /** 248 | * Checks if two matrices are different. 249 | * @param matrix1 - The first matrix to compare. 250 | * @param matrix2 - The second matrix to compare. 251 | * @returns A boolean indicating if there is any difference between the two matrices. 252 | */ 253 | export function matrixHasChanged(matrix1: number[][], matrix2: number[][]): boolean { 254 | for (let i = 0; i { 272 | return arr.filter(cellValue => cellValue === 0) 273 | })) 274 | for (let rowIndex = 0; rowIndex= 0 && newI < matrix.length && newJ >= 0 && newJ < matrix[0].length) { 299 | if (matrix[newI][newJ] === focusCell) { 300 | return true; 301 | } 302 | } 303 | } 304 | 305 | } 306 | } 307 | return false; 308 | } 309 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | --------------------------------------------------------------------------------