#98 improve contributing guide
#98 improve contributing guide

--- a/CONTRIBUTING.md
+++ b/CONTRIBUTING.md
@@ -1,3 +1,33 @@
 ## Contributing
-Changes and improvements are more than welcome! Feel free to fork and open a pull request. Please make your changes in a specifically made branch and request to pull on `master`! If you can, please make sure the game fully works before sending the PR, as that will help speed up the process.
+Changes and improvements are more than welcome! Feel free to fork and open a pull request.
 
+Please follow the house rules to have a bigger chance of your contribution being merged.
+
+### House rules
+
+#### How to make changes
+ - To make changes, create a new branch based on `master` (do not create one from `gh-pages` unless strictly necessary) and make them there, then create a Pull Request to master.  
+ `gh-pages` is different from master in that it contains sharing features, analytics and other things that have no direct bearing with the game. `master` is the "pure" version of the game.
+ - If you want to modify the CSS, please edit the SCSS files present in `style/`: `main.scss` and others. Don't edit the `main.css`, because it's supposed to be generated.  
+ In order to compile your SCSS modifications, you need to use the `sass` gem (install it by running `gem install sass` once Ruby is installed). To run SASS, simply use the following command:  
+ `sass --watch style/main.scss`  
+ SASS will automatically recompile your css when changed.
+ - `Rakefile` contains some tasks that help during development. Feel free to add useful tasks if needed.
+ - Please use 2-space indentation when editing the JavaScript. A `.jshintrc` file is present, which will help your code to follow the guidelines if you install and run `jshint`.
+ - Please test your modification thouroughly before submitting your Pull Request.
+
+#### Changes that might not be accepted
+We have to be conservative in regards to the core game. This means that some modifications won't be merged, or will have to be evaluated carefully before doing being merged:
+
+ - Undo/redo features
+ - Save/reload features
+ - Changes to how the tiles look or their contents
+ - Changes to the layout
+ - Changes to the grid size
+
+#### Changes that are welcome
+ - Bug fixes
+ - Compatibility improvements
+ - "Under the hood" enhancements
+ - Small changes that don't have an impact on the core gameplay
+

file:a/README.md -> file:b/README.md
--- a/README.md
+++ b/README.md
@@ -8,12 +8,15 @@
  - [TimPetricola](https://github.com/TimPetricola) added best score storage
  - [chrisprice](https://github.com/chrisprice) added custom code for swipe handling on mobile
  - [elektryk](https://github.com/elektryk) made swipes work on Windows Phone
+ - [mgarciaisaia](https://github.com/mgarciaisaia) addes support for Android 2.3
 
 Many thanks to [rayhaanj](https://github.com/rayhaanj), [Mechazawa](https://github.com/Mechazawa), [grant](https://github.com/grant), [remram44](https://github.com/remram44) and [ghoullier](https://github.com/ghoullier) for the many other good contributions.
 
 ### Screenshot
 
-[![Screenshot](http://pictures.gabrielecirulli.com/2048-20140309-234100.png)](http://pictures.gabrielecirulli.com/2048-20140309-234100.png)
+<p align="center">
+  <img src="http://pictures.gabrielecirulli.com/2048-20140309-234100.png" alt="Screenshot"/>
+</p>
 
 That screenshot is fake, by the way. I never reached 2048 :smile:
 

file:b/Rakefile (new)
--- /dev/null
+++ b/Rakefile
@@ -1,1 +1,12 @@
+require "date"
 
+namespace :appcache do
+  desc "update the date in the appcache file (in the gh-pages branch)"
+  task :update do
+    appcache = File.read("cache.appcache")
+    updated  = "# Updated: #{DateTime.now}"
+
+    File.write("cache.appcache", appcache.sub(/^# Updated:.*$/, updated))
+  end
+end
+

file:a/index.html -> file:b/index.html
--- a/index.html
+++ b/index.html
@@ -22,7 +22,11 @@
         <div class="best-container">0</div>
       </div>
     </div>
-    <p class="game-intro">Join the numbers and get to the <strong>2048 tile!</strong></p>
+
+    <div class="above-game">
+      <p class="game-intro">Join the numbers and get to the <strong>2048 tile!</strong></p>
+      <a class="restart-button">New Game</a>
+    </div>
 
     <div class="game-container">
       <div class="game-message">
@@ -78,12 +82,14 @@
     </p>
   </div>
 
+  <script src="js/bind_polyfill.js"></script>
+  <script src="js/classlist_polyfill.js"></script>
   <script src="js/animframe_polyfill.js"></script>
   <script src="js/keyboard_input_manager.js"></script>
   <script src="js/html_actuator.js"></script>
   <script src="js/grid.js"></script>
   <script src="js/tile.js"></script>
-  <script src="js/local_score_manager.js"></script>
+  <script src="js/local_storage_manager.js"></script>
   <script src="js/game_manager.js"></script>
   <script src="js/application.js"></script>
 </body>

--- a/js/application.js
+++ b/js/application.js
@@ -1,5 +1,5 @@
 // Wait till the browser is ready to render the game (avoids glitches)
 window.requestAnimationFrame(function () {
-  new GameManager(4, KeyboardInputManager, HTMLActuator, LocalScoreManager);
+  new GameManager(4, KeyboardInputManager, HTMLActuator, LocalStorageManager);
 });
 

--- /dev/null
+++ b/js/bind_polyfill.js
@@ -1,1 +1,10 @@
+Function.prototype.bind = Function.prototype.bind || function (target) {
+  var self = this;
+  return function (args) {
+    if (!(args instanceof Array)) {
+      args = [args];
+    }
+    self.apply(target, args);
+  };
+};
 

--- /dev/null
+++ b/js/classlist_polyfill.js
@@ -1,1 +1,72 @@
+(function () {
+  if (typeof window.Element === "undefined" ||
+      "classList" in document.documentElement) {
+    return;
+  }
 
+  var prototype = Array.prototype,
+      push = prototype.push,
+      splice = prototype.splice,
+      join = prototype.join;
+
+  function DOMTokenList(el) {
+    this.el = el;
+    // The className needs to be trimmed and split on whitespace
+    // to retrieve a list of classes.
+    var classes = el.className.replace(/^\s+|\s+$/g, '').split(/\s+/);
+    for (var i = 0; i < classes.length; i++) {
+      push.call(this, classes[i]);
+    }
+  }
+
+  DOMTokenList.prototype = {
+    add: function (token) {
+      if (this.contains(token)) return;
+      push.call(this, token);
+      this.el.className = this.toString();
+    },
+    contains: function (token) {
+      return this.el.className.indexOf(token) != -1;
+    },
+    item: function (index) {
+      return this[index] || null;
+    },
+    remove: function (token) {
+      if (!this.contains(token)) return;
+      for (var i = 0; i < this.length; i++) {
+        if (this[i] == token) break;
+      }
+      splice.call(this, i, 1);
+      this.el.className = this.toString();
+    },
+    toString: function () {
+      return join.call(this, ' ');
+    },
+    toggle: function (token) {
+      if (!this.contains(token)) {
+        this.add(token);
+      } else {
+        this.remove(token);
+      }
+
+      return this.contains(token);
+    }
+  };
+
+  window.DOMTokenList = DOMTokenList;
+
+  function defineElementGetter(obj, prop, getter) {
+    if (Object.defineProperty) {
+      Object.defineProperty(obj, prop, {
+        get: getter
+      });
+    } else {
+      obj.__defineGetter__(prop, getter);
+    }
+  }
+
+  defineElementGetter(HTMLElement.prototype, 'classList', function () {
+    return new DOMTokenList(this);
+  });
+})();
+

--- a/js/game_manager.js
+++ b/js/game_manager.js
@@ -1,10 +1,10 @@
-function GameManager(size, InputManager, Actuator, ScoreManager) {
-  this.size         = size; // Size of the grid
-  this.inputManager = new InputManager;
-  this.scoreManager = new ScoreManager;
-  this.actuator     = new Actuator;
-
-  this.startTiles   = 2;
+function GameManager(size, InputManager, Actuator, StorageManager) {
+  this.size           = size; // Size of the grid
+  this.inputManager   = new InputManager;
+  this.storageManager = new StorageManager;
+  this.actuator       = new Actuator;
+
+  this.startTiles     = 2;
 
   this.inputManager.on("move", this.move.bind(this));
   this.inputManager.on("restart", this.restart.bind(this));
@@ -15,16 +15,18 @@
 
 // Restart the game
 GameManager.prototype.restart = function () {
-  this.actuator.continue();
+  this.storageManager.clearGameState();
+  this.actuator.continueGame(); // Clear the game won/lost message
   this.setup();
 };
 
-// Keep playing after winning
+// Keep playing after winning (allows going over 2048)
 GameManager.prototype.keepPlaying = function () {
   this.keepPlaying = true;
-  this.actuator.continue();
-};
-
+  this.actuator.continueGame(); // Clear the game won/lost message
+};
+
+// Return true if the game is lost, or has won and the user hasn't kept playing
 GameManager.prototype.isGameTerminated = function () {
   if (this.over || (this.won && !this.keepPlaying)) {
     return true;
@@ -35,15 +37,26 @@
 
 // Set up the game
 GameManager.prototype.setup = function () {
-  this.grid        = new Grid(this.size);
-
-  this.score       = 0;
-  this.over        = false;
-  this.won         = false;
-  this.keepPlaying = false;
-
-  // Add the initial tiles
-  this.addStartTiles();
+  var previousState = this.storageManager.getGameState();
+
+  // Reload the game from a previous game if present
+  if (previousState) {
+    this.grid        = new Grid(previousState.grid.size,
+                                previousState.grid.cells); // Reload grid
+    this.score       = previousState.score;
+    this.over        = previousState.over;
+    this.won         = previousState.won;
+    this.keepPlaying = previousState.keepPlaying;
+  } else {
+    this.grid        = new Grid(this.size);
+    this.score       = 0;
+    this.over        = false;
+    this.won         = false;
+    this.keepPlaying = false;
+
+    // Add the initial tiles
+    this.addStartTiles();
+  }
 
   // Update the actuator
   this.actuate();
@@ -68,18 +81,36 @@
 
 // Sends the updated grid to the actuator
 GameManager.prototype.actuate = function () {
-  if (this.scoreManager.get() < this.score) {
-    this.scoreManager.set(this.score);
+  if (this.storageManager.getBestScore() < this.score) {
+    this.storageManager.setBestScore(this.score);
+  }
+
+  // Clear the state when the game is over (game over only, not win)
+  if (this.over) {
+    this.storageManager.clearGameState();
+  } else {
+    this.storageManager.setGameState(this.serialize());
   }
 
   this.actuator.actuate(this.grid, {
     score:      this.score,
     over:       this.over,
     won:        this.won,
-    bestScore:  this.scoreManager.get(),
+    bestScore:  this.storageManager.getBestScore(),
     terminated: this.isGameTerminated()
   });
 
+};
+
+// Represent the current game as an object
+GameManager.prototype.serialize = function () {
+  return {
+    grid:        this.grid.serialize(),
+    score:       this.score,
+    over:        this.over,
+    won:         this.won,
+    keepPlaying: this.keepPlaying
+  };
 };
 
 // Save all tile positions and remove merger info
@@ -101,7 +132,7 @@
 
 // Move tiles on the grid in the specified direction
 GameManager.prototype.move = function (direction) {
-  // 0: up, 1: right, 2:down, 3: left
+  // 0: up, 1: right, 2: down, 3: left
   var self = this;
 
   if (this.isGameTerminated()) return; // Don't do anything if the game's over
@@ -167,10 +198,10 @@
 GameManager.prototype.getVector = function (direction) {
   // Vectors representing tile movement
   var map = {
-    0: { x: 0,  y: -1 }, // up
-    1: { x: 1,  y: 0 },  // right
-    2: { x: 0,  y: 1 },  // down
-    3: { x: -1, y: 0 }   // left
+    0: { x: 0,  y: -1 }, // Up
+    1: { x: 1,  y: 0 },  // Right
+    2: { x: 0,  y: 1 },  // Down
+    3: { x: -1, y: 0 }   // Left
   };
 
   return map[direction];

file:a/js/grid.js -> file:b/js/grid.js
--- a/js/grid.js
+++ b/js/grid.js
@@ -1,20 +1,36 @@
-function Grid(size) {
+function Grid(size, previousState) {
   this.size = size;
-
-  this.cells = [];
-
-  this.build();
+  this.cells = previousState ? this.fromState(previousState) : this.empty();
 }
 
 // Build a grid of the specified size
-Grid.prototype.build = function () {
+Grid.prototype.empty = function () {
+  var cells = [];
+
   for (var x = 0; x < this.size; x++) {
-    var row = this.cells[x] = [];
+    var row = cells[x] = [];
 
     for (var y = 0; y < this.size; y++) {
       row.push(null);
     }
   }
+
+  return cells;
+};
+
+Grid.prototype.fromState = function (state) {
+  var cells = [];
+
+  for (var x = 0; x < this.size; x++) {
+    var row = cells[x] = [];
+
+    for (var y = 0; y < this.size; y++) {
+      var tile = state[x][y];
+      row.push(tile ? new Tile(tile.position, tile.value) : null);
+    }
+  }
+
+  return cells;
 };
 
 // Find the first available random position
@@ -83,3 +99,20 @@
          position.y >= 0 && position.y < this.size;
 };
 
+Grid.prototype.serialize = function () {
+  var cellState = [];
+
+  for (var x = 0; x < this.size; x++) {
+    var row = cellState[x] = [];
+
+    for (var y = 0; y < this.size; y++) {
+      row.push(this.cells[x][y] ? this.cells[x][y].serialize() : null);
+    }
+  }
+
+  return {
+    size: this.size,
+    cells: cellState
+  };
+};
+

--- a/js/html_actuator.js
+++ b/js/html_actuator.js
@@ -36,7 +36,7 @@
 };
 
 // Continues the game (both restart and keep playing)
-HTMLActuator.prototype.continue = function () {
+HTMLActuator.prototype.continueGame = function () {
   this.clearMessage();
 };
 

--- a/js/keyboard_input_manager.js
+++ b/js/keyboard_input_manager.js
@@ -39,16 +39,17 @@
     39: 1, // Right
     40: 2, // Down
     37: 3, // Left
-    75: 0, // vim keybindings
-    76: 1,
-    74: 2,
-    72: 3,
+    75: 0, // Vim up
+    76: 1, // Vim right
+    74: 2, // Vim down
+    72: 3, // Vim left
     87: 0, // W
     68: 1, // D
     83: 2, // S
     65: 3  // A
   };
 
+  // Respond to direction keys
   document.addEventListener("keydown", function (event) {
     var modifiers = event.altKey || event.ctrlKey || event.metaKey ||
                     event.shiftKey;
@@ -59,34 +60,37 @@
         event.preventDefault();
         self.emit("move", mapped);
       }
+    }
 
-      if (event.which === 32) self.restart.bind(self)(event);
+    // R key restarts the game
+    if (!modifiers && event.which === 82) {
+      self.restart.call(self, event);
     }
   });
 
-  var retry = document.querySelector(".retry-button");
-  retry.addEventListener("click", this.restart.bind(this));
-  retry.addEventListener(this.eventTouchend, this.restart.bind(this));
+  // Respond to button presses
+  this.bindButtonPress(".retry-button", this.restart);
+  this.bindButtonPress(".restart-button", this.restart);
+  this.bindButtonPress(".keep-playing-button", this.keepPlaying);
 
-  var keepPlaying = document.querySelector(".keep-playing-button");
-  keepPlaying.addEventListener("click", this.keepPlaying.bind(this));
-  keepPlaying.addEventListener("touchend", this.keepPlaying.bind(this));
-
-  // Listen to swipe events
+  // Respond to swipe events
   var touchStartClientX, touchStartClientY;
   var gameContainer = document.getElementsByClassName("game-container")[0];
 
   gameContainer.addEventListener(this.eventTouchstart, function (event) {
-    if (( !window.navigator.msPointerEnabled && event.touches.length > 1) || event.targetTouches > 1) return;
-    
-    if(window.navigator.msPointerEnabled){
-        touchStartClientX = event.pageX;
-        touchStartClientY = event.pageY;
+    if ((!window.navigator.msPointerEnabled && event.touches.length > 1) ||
+        event.targetTouches > 1) {
+      return; // Ignore if touching with more than 1 finger
+    }
+
+    if (window.navigator.msPointerEnabled) {
+      touchStartClientX = event.pageX;
+      touchStartClientY = event.pageY;
     } else {
-        touchStartClientX = event.touches[0].clientX;
-        touchStartClientY = event.touches[0].clientY;
+      touchStartClientX = event.touches[0].clientX;
+      touchStartClientY = event.touches[0].clientY;
     }
-    
+
     event.preventDefault();
   });
 
@@ -95,15 +99,19 @@
   });
 
   gameContainer.addEventListener(this.eventTouchend, function (event) {
-    if (( !window.navigator.msPointerEnabled && event.touches.length > 0) || event.targetTouches > 0) return;
+    if ((!window.navigator.msPointerEnabled && event.touches.length > 0) ||
+        event.targetTouches > 0) {
+      return; // Ignore if still touching with one or more fingers
+    }
 
     var touchEndClientX, touchEndClientY;
-    if(window.navigator.msPointerEnabled){
-        touchEndClientX = event.pageX;
-        touchEndClientY = event.pageY;
+
+    if (window.navigator.msPointerEnabled) {
+      touchEndClientX = event.pageX;
+      touchEndClientY = event.pageY;
     } else {
-        touchEndClientX = event.changedTouches[0].clientX;
-        touchEndClientY = event.changedTouches[0].clientY;
+      touchEndClientX = event.changedTouches[0].clientX;
+      touchEndClientY = event.changedTouches[0].clientY;
     }
 
     var dx = touchEndClientX - touchStartClientX;
@@ -129,3 +137,9 @@
   this.emit("keepPlaying");
 };
 
+KeyboardInputManager.prototype.bindButtonPress = function (selector, fn) {
+  var button = document.querySelector(selector);
+  button.addEventListener("click", fn.bind(this));
+  button.addEventListener(this.eventTouchend, fn.bind(this));
+};
+

--- a/js/local_score_manager.js
+++ /dev/null
@@ -1,49 +1,1 @@
-window.fakeStorage = {
-  _data: {},
 
-  setItem: function (id, val) {
-    return this._data[id] = String(val);
-  },
-
-  getItem: function (id) {
-    return this._data.hasOwnProperty(id) ? this._data[id] : undefined;
-  },
-
-  removeItem: function (id) {
-    return delete this._data[id];
-  },
-
-  clear: function () {
-    return this._data = {};
-  }
-};
-
-function LocalScoreManager() {
-  this.key     = "bestScore";
-
-  var supported = this.localStorageSupported();
-  this.storage = supported ? window.localStorage : window.fakeStorage;
-}
-
-LocalScoreManager.prototype.localStorageSupported = function () {
-  var testKey = "test";
-  var storage = window.localStorage;
-
-  try {
-    storage.setItem(testKey, "1");
-    storage.removeItem(testKey);
-    return true;
-  } catch (error) {
-    return false;
-  }
-};
-
-LocalScoreManager.prototype.get = function () {
-  return this.storage.getItem(this.key) || 0;
-};
-
-LocalScoreManager.prototype.set = function (score) {
-  this.storage.setItem(this.key, score);
-};
-
-

--- /dev/null
+++ b/js/local_storage_manager.js
@@ -1,1 +1,64 @@
+window.fakeStorage = {
+  _data: {},
 
+  setItem: function (id, val) {
+    return this._data[id] = String(val);
+  },
+
+  getItem: function (id) {
+    return this._data.hasOwnProperty(id) ? this._data[id] : undefined;
+  },
+
+  removeItem: function (id) {
+    return delete this._data[id];
+  },
+
+  clear: function () {
+    return this._data = {};
+  }
+};
+
+function LocalStorageManager() {
+  this.bestScoreKey     = "bestScore";
+  this.gameStateKey     = "gameState";
+
+  var supported = this.localStorageSupported();
+  this.storage = supported ? window.localStorage : window.fakeStorage;
+}
+
+LocalStorageManager.prototype.localStorageSupported = function () {
+  var testKey = "test";
+  var storage = window.localStorage;
+
+  try {
+    storage.setItem(testKey, "1");
+    storage.removeItem(testKey);
+    return true;
+  } catch (error) {
+    return false;
+  }
+};
+
+// Best score getters/setters
+LocalStorageManager.prototype.getBestScore = function () {
+  return this.storage.getItem(this.bestScoreKey) || 0;
+};
+
+LocalStorageManager.prototype.setBestScore = function (score) {
+  this.storage.setItem(this.bestScoreKey, score);
+};
+
+// Game state getters/setters and clearing
+LocalStorageManager.prototype.getGameState = function () {
+  var stateJSON = this.storage.getItem(this.gameStateKey);
+  return stateJSON ? JSON.parse(stateJSON) : null;
+};
+
+LocalStorageManager.prototype.setGameState = function (gameState) {
+  this.storage.setItem(this.gameStateKey, JSON.stringify(gameState));
+};
+
+LocalStorageManager.prototype.clearGameState = function () {
+  this.storage.removeItem(this.gameStateKey);
+};
+

file:a/js/tile.js -> file:b/js/tile.js
--- a/js/tile.js
+++ b/js/tile.js
@@ -16,3 +16,13 @@
   this.y = position.y;
 };
 
+Tile.prototype.serialize = function () {
+  return {
+    position: {
+      x: this.x,
+      y: this.y
+    },
+    value: this.value
+  };
+};
+

--- a/style/helpers.scss
+++ b/style/helpers.scss
@@ -71,3 +71,12 @@
   }
 }
 
+// Clearfix
+@mixin clearfix {
+  &:after {
+    content: "";
+    display: block;
+    clear: both;
+  }
+}
+

--- a/style/main.css
+++ b/style/main.css
@@ -30,7 +30,6 @@
   100% {
     top: -50px;
     opacity: 0; } }
-
 @-moz-keyframes move-up {
   0% {
     top: 25px;
@@ -39,7 +38,6 @@
   100% {
     top: -50px;
     opacity: 0; } }
-
 @keyframes move-up {
   0% {
     top: 25px;
@@ -48,7 +46,6 @@
   100% {
     top: -50px;
     opacity: 0; } }
-
 .scores-container {
   float: right;
   text-align: right; }
@@ -128,21 +125,18 @@
 
   100% {
     opacity: 1; } }
-
 @-moz-keyframes fade-in {
   0% {
     opacity: 0; }
 
   100% {
     opacity: 1; } }
-
 @keyframes fade-in {
   0% {
     opacity: 0; }
 
   100% {
     opacity: 1; } }
-
 .game-container {
   margin-top: 40px;
   position: relative;
@@ -151,6 +145,7 @@
   -webkit-touch-callout: none;
   -webkit-user-select: none;
   -moz-user-select: none;
+  -ms-user-select: none;
   background: #bbada0;
   border-radius: 6px;
   width: 500px;
@@ -393,7 +388,6 @@
     -webkit-transform: scale(1);
     -moz-transform: scale(1);
     transform: scale(1); } }
-
 @-moz-keyframes appear {
   0% {
     opacity: 0;
@@ -406,7 +400,6 @@
     -webkit-transform: scale(1);
     -moz-transform: scale(1);
     transform: scale(1); } }
-
 @keyframes appear {
   0% {
     opacity: 0;
@@ -419,7 +412,6 @@
     -webkit-transform: scale(1);
     -moz-transform: scale(1);
     transform: scale(1); } }
-
 .tile-new .tile-inner {
   -webkit-animation: appear 200ms ease 100ms;
   -moz-animation: appear 200ms ease 100ms;
@@ -443,7 +435,6 @@
     -webkit-transform: scale(1);
     -moz-transform: scale(1);
     transform: scale(1); } }
-
 @-moz-keyframes pop {
   0% {
     -webkit-transform: scale(0);
@@ -459,7 +450,6 @@
     -webkit-transform: scale(1);
     -moz-transform: scale(1);
     transform: scale(1); } }
-
 @keyframes pop {
   0% {
     -webkit-transform: scale(0);
@@ -475,7 +465,6 @@
     -webkit-transform: scale(1);
     -moz-transform: scale(1);
     transform: scale(1); } }
-
 .tile-merged .tile-inner {
   z-index: 20;
   -webkit-animation: pop 200ms ease 100ms;
@@ -485,8 +474,28 @@
   -moz-animation-fill-mode: backwards;
   animation-fill-mode: backwards; }
 
+.above-game:after {
+  content: "";
+  display: block;
+  clear: both; }
+
 .game-intro {
+  float: left;
+  line-height: 42px;
   margin-bottom: 0; }
+
+.restart-button {
+  display: inline-block;
+  background: #8f7a66;
+  border-radius: 3px;
+  padding: 0 20px;
+  text-decoration: none;
+  color: #f9f6f2;
+  height: 40px;
+  line-height: 42px;
+  display: block;
+  text-align: center;
+  float: right; }
 
 .game-explanation {
   margin-top: 50px; }
@@ -515,14 +524,28 @@
   .heading {
     margin-bottom: 10px; }
 
+  .game-intro {
+    width: 55%;
+    display: block;
+    box-sizing: border-box;
+    line-height: 1.65; }
+
+  .restart-button {
+    width: 42%;
+    padding: 0;
+    display: block;
+    box-sizing: border-box;
+    margin-top: 2px; }
+
   .game-container {
-    margin-top: 40px;
+    margin-top: 17px;
     position: relative;
     padding: 10px;
     cursor: default;
     -webkit-touch-callout: none;
     -webkit-user-select: none;
     -moz-user-select: none;
+    -ms-user-select: none;
     background: #bbada0;
     border-radius: 6px;
     width: 280px;
@@ -672,9 +695,6 @@
     -moz-transform: translate(202px, 202px);
     transform: translate(202px, 202px); }
 
-  .game-container {
-    margin-top: 20px; }
-
   .tile .tile-inner {
     font-size: 35px; }
 

--- a/style/main.scss
+++ b/style/main.scss
@@ -16,6 +16,7 @@
 $tile-gold-color: #edc22e;
 $tile-gold-glow-color: lighten($tile-gold-color, 15%);
 
+$game-container-margin-top: 40px;
 $game-container-background: #bbada0;
 
 $transition-speed: 100ms;
@@ -34,10 +35,8 @@
   margin: 80px 0;
 }
 
-.heading:after {
-  content: "";
-  display: block;
-  clear: both;
+.heading {
+  @include clearfix;
 }
 
 h1.title {
@@ -171,7 +170,7 @@
 // Game field mixin used to render CSS at different width
 @mixin game-field {
   .game-container {
-    margin-top: 40px;
+    margin-top: $game-container-margin-top;
     position: relative;
     padding: $grid-spacing;
 
@@ -179,6 +178,7 @@
     -webkit-touch-callout: none;
     -webkit-user-select: none;
     -moz-user-select: none;
+    -ms-user-select: none;
 
     background: $game-container-background;
     border-radius: $tile-border-radius * 2;
@@ -447,8 +447,21 @@
   @include animation-fill-mode(backwards);
 }
 
+.above-game {
+  @include clearfix;
+}
+
 .game-intro {
+  float: left;
+  line-height: 42px;
   margin-bottom: 0;
+}
+
+.restart-button {
+  @include button;
+  display: block;
+  text-align: center;
+  float: right;
 }
 
 .game-explanation {
@@ -462,6 +475,7 @@
   $grid-row-cells: 4;
   $tile-size: ($field-width - $grid-spacing * ($grid-row-cells + 1)) / $grid-row-cells;
   $tile-border-radius: 3px;
+  $game-container-margin-top: 17px;
 
   html, body {
     font-size: 15px;
@@ -492,12 +506,24 @@
     margin-bottom: 10px;
   }
 
+  // Show intro and restart button side by side
+  .game-intro {
+    width: 55%;
+    display: block;
+    box-sizing: border-box;
+    line-height: 1.65;
+  }
+
+  .restart-button {
+    width: 42%;
+    padding: 0;
+    display: block;
+    box-sizing: border-box;
+    margin-top: 2px;
+  }
+
   // Render the game field at the right width
   @include game-field;
-
-  .game-container {
-    margin-top: 20px;
-  }
 
   // Rest of the font-size adjustments in the tile class
   .tile .tile-inner {

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