add https://github.com/mgarciaisaia mention to readme
add https://github.com/mgarciaisaia mention to readme

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:a/index.html -> file:b/index.html
--- a/index.html
+++ b/index.html
@@ -82,6 +82,8 @@
     </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>

--- /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, StorageManager) {
-  this.size         = size; // Size of the grid
-  this.inputManager = new InputManager;
+  this.size           = size; // Size of the grid
+  this.inputManager   = new InputManager;
   this.storageManager = new StorageManager;
-  this.actuator     = new Actuator;
-
-  this.startTiles   = 2;
+  this.actuator       = new Actuator;
+
+  this.startTiles     = 2;
 
   this.inputManager.on("move", this.move.bind(this));
   this.inputManager.on("restart", this.restart.bind(this));
@@ -16,16 +16,17 @@
 // Restart the game
 GameManager.prototype.restart = function () {
   this.storageManager.clearGameState();
-  this.actuator.continue();
+  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;
@@ -38,6 +39,7 @@
 GameManager.prototype.setup = function () {
   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
@@ -83,7 +85,12 @@
     this.storageManager.setBestScore(this.score);
   }
 
-  this.storageManager.setGameState(this.serialize());
+  // 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,
@@ -95,6 +102,7 @@
 
 };
 
+// Represent the current game as an object
 GameManager.prototype.serialize = function () {
   return {
     grid:        this.grid.serialize(),
@@ -124,7 +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
@@ -190,10 +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];

--- 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/style/main.css
+++ b/style/main.css
@@ -145,6 +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;
@@ -480,7 +481,8 @@
 
 .game-intro {
   float: left;
-  line-height: 42px; }
+  line-height: 42px;
+  margin-bottom: 0; }
 
 .restart-button {
   display: inline-block;
@@ -536,13 +538,14 @@
     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;
@@ -692,9 +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;
@@ -169,7 +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;
 
@@ -177,6 +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;
@@ -447,20 +449,17 @@
 
 .above-game {
   @include clearfix;
-  // margin-bottom: 10px;
 }
 
 .game-intro {
   float: left;
   line-height: 42px;
-  // margin-bottom: 0;
+  margin-bottom: 0;
 }
 
 .restart-button {
   @include button;
   display: block;
-  // width: 100px;
-  // margin: 10px auto 10px auto;
   text-align: center;
   float: right;
 }
@@ -476,6 +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;
@@ -525,10 +525,6 @@
   // 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 {
     font-size: 35px;

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