from a to k - a title frame showing game name and instructions. space to continue. - a main frame showing the game running - a endofgame frame showing game results: win or lose - a Board class with cell being a 4 by 4 two-d array. - arrange strings according to an orientation: arrange(4 strings, dir)=cells - dir: 0: align to left, 1: align to right, 2: align to top, 3:align to bottom - e.g.: arrange({"abc", "bc", "dc", "efeh", 0}) gives the following board: abc_ bc__ dc__ efeh - arrange({"abc", "bc", "dc", "efeh", 0}, 3) gives the following ___e a__f bbde ccch - a new tile of 'a' or 'b' appears each turn somewhere, using some quasirandomisation e.g. (23 * n^2 + 79) mod 16. - addtile(char, x, y) - the board transformation: board.trans(dir) = arrange(dir) . (fmap reduce) . getstring(dir). calls getstrings, then reduce on each row / column - board.getstrings(dir)= the strings according to direction dir. Inverse of arrange. - reduce(string)=string: reduce("baac")=="bbc"; reduce("aabb")=="bc"; and reduce("cbb")== "cc" instead of "d". - when one of the hjkl keys is pressed get the direction dir.