I'm working on modernizing Rosetta Code's infrastructure. Starting with communications. Please accept this time-limited open invite to RC's Slack.. --Michael Mol (talk) 20:59, 30 May 2020 (UTC)

# 16 puzzle game

(Redirected from 16 Puzzle Game)
16 puzzle game is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.

Create 16 Puzzle Game.

See details: 16 Puzzle Game

Video: 16 Puzzle Game

## Go

`package main import (    "bufio"    "fmt"    "log"    "math/rand"    "os"    "strings"    "time") const (    easy = 1    hard = 4) var n [16]int func initGrid() {    for i := 0; i < 16; i++ {        n[i] = i + 1    }} func setDiff(level int) {    moves := 3    if level == hard {        moves = 12    }    rc := make([]int, 0, 4)    for i := 0; i < moves; i++ {        rc = rc[:0]        r := rand.Intn(2)        s := rand.Intn(4)        if r == 0 { // rotate random row            for j := s * 4; j < (s+1)*4; j++ {                rc = append(rc, j)            }        } else { // rotate random column            for j := s; j < s+16; j += 4 {                rc = append(rc, j)            }        }        var rca [4]int        copy(rca[:], rc)        rotate(rca)        if hasWon() { // do it again            i = -1        }    }    fmt.Println("Target is", moves, "moves.")} func drawGrid() {    fmt.Println()    fmt.Println("     D1   D2   D3   D4")    fmt.Println("   ╔════╦════╦════╦════╗")    fmt.Printf("R1 ║ %2d ║ %2d ║ %2d ║ %2d ║ L1\n", n[0], n[1], n[2], n[3])    fmt.Println("   ╠════╬════╬════╬════╣")    fmt.Printf("R2 ║ %2d ║ %2d ║ %2d ║ %2d ║ L2\n", n[4], n[5], n[6], n[7])    fmt.Println("   ╠════╬════╬════╬════╣")    fmt.Printf("R3 ║ %2d ║ %2d ║ %2d ║ %2d ║ L3\n", n[8], n[9], n[10], n[11])    fmt.Println("   ╠════╬════╬════╬════╣")    fmt.Printf("R4 ║ %2d ║ %2d ║ %2d ║ %2d ║ L4\n", n[12], n[13], n[14], n[15])    fmt.Println("   ╚════╩════╩════╩════╝")    fmt.Println("     U1   U2   U3   U4\n")} func rotate(ix [4]int) {    last := n[ix[3]]    for i := 3; i >= 1; i-- {        n[ix[i]] = n[ix[i-1]]    }    n[ix[0]] = last} func hasWon() bool {    for i := 0; i < 16; i++ {        if n[i] != i+1 {            return false        }    }    return true} func check(err error) {    if err != nil {        log.Fatal(err)    }} func main() {    initGrid()    rand.Seed(time.Now().UnixNano())    level := easy    scanner := bufio.NewScanner(os.Stdin)    for {        fmt.Print("Enter difficulty level easy or hard E/H : ")        scanner.Scan()        diff := strings.ToUpper(strings.TrimSpace(scanner.Text()))        if diff != "E" && diff != "H" {            fmt.Println("Invalid response, try again.")        } else {            if diff == "H" {                level = hard            }            break        }    }    check(scanner.Err())    setDiff(level)    var ix [4]int    fmt.Println("When entering moves, you can also enter Q to quit or S to start again.")    moves := 0outer:    for {        drawGrid()        if hasWon() {            fmt.Println("Congratulations, you have won the game in", moves, "moves!!")            return        }        for {            fmt.Println("Moves so far =", moves, "\n")            fmt.Print("Enter move : ")            scanner.Scan()            move := strings.ToUpper(strings.TrimSpace(scanner.Text()))            check(scanner.Err())            switch move {            case "D1", "D2", "D3", "D4":                c := int(move[1] - 49)                ix[0] = 0 + c                ix[1] = 4 + c                ix[2] = 8 + c                ix[3] = 12 + c                rotate(ix)                moves++                continue outer            case "L1", "L2", "L3", "L4":                c := int(move[1] - 49)                ix[0] = 3 + 4*c                ix[1] = 2 + 4*c                ix[2] = 1 + 4*c                ix[3] = 0 + 4*c                rotate(ix)                moves++                continue outer            case "U1", "U2", "U3", "U4":                c := int(move[1] - 49)                ix[0] = 12 + c                ix[1] = 8 + c                ix[2] = 4 + c                ix[3] = 0 + c                rotate(ix)                moves++                continue outer            case "R1", "R2", "R3", "R4":                c := int(move[1] - 49)                ix[0] = 0 + 4*c                ix[1] = 1 + 4*c                ix[2] = 2 + 4*c                ix[3] = 3 + 4*c                rotate(ix)                moves++                continue outer            case "Q":                return            case "S":                initGrid()                setDiff(level)                moves = 0                continue outer            default:                fmt.Println("Invalid move, try again.")            }        }    }}`
Output:

Sample game:

```Enter difficulty level easy or hard E/H : e
Target is 3 moves.
When entering moves, you can also enter Q to quit or S to start again.

D1   D2   D3   D4
╔════╦════╦════╦════╗
R1 ║  1 ║  2 ║  3 ║  4 ║ L1
╠════╬════╬════╬════╣
R2 ║  7 ║  8 ║  5 ║  6 ║ L2
╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 16 ║ 13 ║ 14 ║ 15 ║ L4
╚════╩════╩════╩════╝
U1   U2   U3   U4

Moves so far = 0

Enter move : l4

D1   D2   D3   D4
╔════╦════╦════╦════╗
R1 ║  1 ║  2 ║  3 ║  4 ║ L1
╠════╬════╬════╬════╣
R2 ║  7 ║  8 ║  5 ║  6 ║ L2
╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 13 ║ 14 ║ 15 ║ 16 ║ L4
╚════╩════╩════╩════╝
U1   U2   U3   U4

Moves so far = 1

Enter move : l2

D1   D2   D3   D4
╔════╦════╦════╦════╗
R1 ║  1 ║  2 ║  3 ║  4 ║ L1
╠════╬════╬════╬════╣
R2 ║  8 ║  5 ║  6 ║  7 ║ L2
╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 13 ║ 14 ║ 15 ║ 16 ║ L4
╚════╩════╩════╩════╝
U1   U2   U3   U4

Moves so far = 2

Enter move : l2

D1   D2   D3   D4
╔════╦════╦════╦════╗
R1 ║  1 ║  2 ║  3 ║  4 ║ L1
╠════╬════╬════╬════╣
R2 ║  5 ║  6 ║  7 ║  8 ║ L2
╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 13 ║ 14 ║ 15 ║ 16 ║ L4
╚════╩════╩════╩════╝
U1   U2   U3   U4

Congratulations, you have won the game in 3 moves!!
```

## JavaScript

Try it here.

You'll also need a html file:

```<!DOCTYPE html>
<html lang="en">
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>16 Puzzle</title>
<body>
<div id="done">WELL DONE!</div>
<div id="board"></div>
<div id="moves"></div>
<button id="shuffle">SHUFFLE</button>
<script src="./src/index.js" type="module"></script>
</body>
</html>
```

And css file:

```* {
margin: 0;
border: 0;
text-align: center;
font-family: 'Ubuntu Mono', monospace;
user-select: none;
}
button {
width: 300px;
height: 80px;
font-size: 40px;
margin-top: 60px;
}
#board {
width: 410px;
height: 410px;
margin: 120px auto 30px auto;
}
#done {
font-size: 140px;
color: #fff;
background-color: rgba(0, 23, 56, .5);
border: 1px solid rgb(0, 90, 220);
width: 700px;
position: absolute;
top: 250px;
left: calc(50% - 380px);
}
#moves {
font-size: 40px;
line-height: 80px;
height: 80px;
width: 300px;
margin: auto;
border: 1px solid #000;
}
.btn,
.numbers,
.hide {
float: left;
width: 64px;
height: 64px;
line-height: 65px;
font-size: 40px;
border: 1px solid black;
color: black;
background-color: white;
cursor: none;
margin: 1px;
transition: all .3s;
}
.btn:hover {
background-color: rgba(71, 231, 71, 0.5);
cursor: pointer;
}
.hide {
border: 1px solid white;
cursor: none;
}
```
` class Puzzle { constructor() {  this.moves;  this.started;   this.board = document.getElementById("board");  document.getElementById("shuffle").addEventListener("click", () => {   this.shuffle();  });  this.reset(); }  reset() {  while (this.board.hasChildNodes()) {   this.board.removeChild(this.board.firstChild);  }   this.moves = 0;  this.started = false;  document.getElementById("moves").innerText = this.moves;  document.getElementById("done").style.visibility = "hidden";   let t = 1;  for (let y = 0; y < 6; y++) {   for (let x = 0; x < 6; x++) {    const d = document.createElement("div");    d.id = `\${x}_\${y}`;    if (y === 0 || x === 0 || y === 5 || x === 5) {     if (((y === 0 || y === 5) && (x === 0 || x === 5))) {      d.className = "hide";     } else {      d.className = "btn";      if (y === 0) {       d.innerText = "🡇";       d.func = () => {        this.rollDownRight(x, true);       };      } else if (y === 5) {       d.innerText = "🡅";       d.func = () => {        this.rollUpLeft(x, true);       };      }      if (x === 0) {       d.innerText = "🡆";       d.func = () => {        this.rollDownRight(y, false);       };      } else if (x === 5) {       d.innerText = "🡄";       d.func = () => {        this.rollUpLeft(y, false);       };      }      d.addEventListener("click", (ev) => {       ev.srcElement.func();      })     }    } else {     d.className = "numbers";     d.innerText = `\${t}`;     t++;    }    this.board.appendChild(d);   }  }  document.getElementById("shuffle").innerText = "SHUFFLE"; }  shuffle() {  if (this.started) {   this.reset();  } else {   this.started = true;   const e = Math.floor(Math.random() * 30) + 30;   for (let z = 0; z < e; z++) {    switch (Math.floor(Math.random() * 4)) {     case 0:      this.rollDownRight(Math.floor(Math.random() * 4) + 1, false);      break;     case 1:      this.rollUpLeft(Math.floor(Math.random() * 4) + 1, true);      break;     case 2:      this.rollUpLeft(Math.floor(Math.random() * 4) + 1, false);      break;     case 3:      this.rollDownRight(Math.floor(Math.random() * 4) + 1, true);      break;    }   }   this.moves = 0;   document.getElementById("moves").innerText = this.moves;   document.getElementById("shuffle").innerText = "RESTART";  } }  getElements(l, col) {  const z = Array.from(document.querySelectorAll(".numbers"));  for (let e = 15; e > -1; e--) {   if (z[e].id[(col ? 0 : 2)] != l) {    z.splice(e, 1)   }  }  return z; }  rollDownRight(x, col) {  if (!this.started) return;  const z = this.getElements(x, col),   a = z[3].innerText;  for (let r = 3; r > 0; r--) {   z[r].innerText = z[r - 1].innerText;  }  z[0].innerText = a;  this.updateMoves();  this.checkSolved(); }  rollUpLeft(x, col) {  if (!this.started) return;  const z = this.getElements(x, col),   a = z[0].innerText;  for (let r = 0; r < 3; r++) {   z[r].innerText = z[r + 1].innerText;  }  z[3].innerText = a;  this.updateMoves();  this.checkSolved(); }  updateMoves() {  this.moves++;  document.getElementById("moves").innerText = this.moves; }  checkSolved() {  function check() {   const z = document.querySelectorAll(".numbers");   let u = 1;   for (let r of z) {    if (r.innerText != u) return false;    u++;   }   return true;  }  if (this.started && check()) {   document.getElementById("done").style.visibility = "visible";  } }} new Puzzle(); `

## Julia

`using Gtk, Random function puzzle16app(bsize)    aclock, clock = "\u27f2", "\u27f3"    win = GtkWindow("16 Game", 300, 300) |> (GtkFrame() |> (box = GtkBox(:v)))    toolbar = GtkToolbar()    newgame = GtkToolButton("New Game")    set_gtk_property!(newgame, :label, "New Game")    set_gtk_property!(newgame, :is_important, true)    push!(toolbar, newgame)    grid = GtkGrid()    map(w -> push!(box, w),[toolbar, grid])    buttons = Array{Gtk.GtkButtonLeaf,2}(undef, bsize + 2, bsize + 2)    for i in 1:bsize+2, j in 1:bsize+2        grid[i,j] = buttons[i,j] = GtkButton()        set_gtk_property!(buttons[i,j], :expand, true)    end     inorder = string.(reshape(1:bsize*bsize, bsize, bsize))    puzzle = shuffle(inorder)    rotatecol(puzzle, col, n) = puzzle[:, col] .= circshift(puzzle[:, col], n)    rotaterow(puzzle, row, n) = puzzle[row, :] .= circshift(puzzle[row, :], n)    iswon() = puzzle == inorder    won = false     function findrowcol(button)        for i in 1:bsize+2, j in 1:bsize+2            if buttons[i, j] == button                return i, j            end        end        return 0, 0    end     function playerclicked(button)        if !won        i, j = findrowcol(button)            if i == 1                rotatecol(puzzle, j - 1, 1)            elseif i == bsize + 2                rotatecol(puzzle, j - 1, -1)            elseif j == 1                rotaterow(puzzle, i - 1, 1)            elseif j == bsize + 2                rotaterow(puzzle, i - 1, -1)            end        end        update!()    end     function setup!()        for i in 1:bsize+2, j in 1:bsize+2            if 1 < j < bsize + 2                if i == 1                    signal_connect(playerclicked, buttons[i, j], "clicked")                elseif i == bsize + 2                    signal_connect(playerclicked, buttons[i, j], "clicked")                end            elseif 1 < i < bsize + 2                if j == 1                    signal_connect(playerclicked, buttons[i, j], "clicked")                elseif j == bsize + 2                    signal_connect(playerclicked, buttons[i, j], "clicked")                end            end        end    end     function update!()        for i in 1:bsize+2, j in 1:bsize+2            if 1 < j < bsize + 2                if i == 1                    set_gtk_property!(buttons[i, j], :label, clock)                elseif i == bsize + 2                    set_gtk_property!(buttons[i, j], :label, aclock)                else                    set_gtk_property!(buttons[i, j], :label, puzzle[i-1, j-1])                end            elseif 1 < i < bsize + 2                if j == 1                    set_gtk_property!(buttons[i, j], :label, clock)                elseif j == bsize + 2                    set_gtk_property!(buttons[i, j], :label, aclock)                end            end        end        if iswon()            won = true            info_dialog("Game over.\nScore: \$score", win)        end        showall(win)    end     function initialize!(w)        puzzle = shuffle(inorder)        won = false        update!()    end     setup!()    condition = Condition()    endit(w) = notify(condition)    signal_connect(initialize!, newgame, :clicked)    signal_connect(endit, win, :destroy)    initialize!(win)    showall(win)    wait(condition)end puzzle16app(4) `

## Nim

Translation of: Julia
Library: gintro

Not a direct translation as there are a lot of differences, but, at least, the graphical interface is similar and the logic is the same.

`import random, sequtils, strutilsimport gintro/[glib, gobject, gtk, gio] const   BoardSize = 4  GridSize = BoardSize + 2  Clock = "\u27f2"  AClock = "\u27f3" type   Value = 1..16  Puzzle = array[BoardSize, array[BoardSize, Value]]   PuzzleApp = ref object of Application    inOrder: Puzzle                                     # Target grid.    puzzle: Puzzle                                      # Current grid.    buttons: array[GridSize, array[GridSize, Button]]   # Button grid.    won: bool                                           # True if game won.    moves: Natural                                      # Count of moves. #--------------------------------------------------------------------------------------------------- proc initPuzzle(puzzle: var Puzzle; data: openArray[Value]) =  ## Initialize the puzzle with a list of values.  var i = 0  for row in puzzle.mitems:    for cell in row.mitems:      cell = data[i]      inc i #--------------------------------------------------------------------------------------------------- proc showMessage(app: PuzzleApp) =  ## As "gintro" doesn't provide "MessageDialog" yet, we will use a simple dialog.  let dialog = newDialog()  dialog.setModal(true)  let label = newLabel("You won in \$# move(s)".format(app.moves))  dialog.contentArea.add(label)  discard dialog.addButton("Ok", ord(ResponseType.ok))  dialog.showAll()  discard dialog.run()  dialog.destroy() #--------------------------------------------------------------------------------------------------- proc onQuit(button: ToolButton; window: ApplicationWindow) =  ## Procedure called when clicking quit button.  window.destroy() #--------------------------------------------------------------------------------------------------- proc rotateRow(puzzle: var Puzzle; row: Natural; left: bool) =  ## Rotate a row left or right.  if left:    let first = puzzle[row][0]    for i in 1..puzzle.high: puzzle[row][i-1] = puzzle[row][i]    puzzle[row][^1] = first  else:    let last = puzzle[row][^1]    for i in countdown(puzzle.high, 1): puzzle[row][i] = puzzle[row][i-1]    puzzle[row][0] = last #--------------------------------------------------------------------------------------------------- proc rotateCol(puzzle: var Puzzle; col: Natural; up: bool) =  ## Rotate a column up or down.  if up:    let first = puzzle[0][col]    for i in 1..puzzle.high: puzzle[i-1][col] = puzzle[i][col]    puzzle[^1][col] = first  else:    let last = puzzle[^1][col]    for i in countdown(puzzle[0].high, 1): puzzle[i][col] =puzzle[i-1][col]    puzzle[0][col] = last #--------------------------------------------------------------------------------------------------- proc findRowCol(app: PuzzleApp; button: Button): (int, int) =  ## Find the row and column of a button.  for i in [0, BoardSize+1]:    for j in 1..Boardsize:      if app.buttons[i][j] == button: return (i, j)  for j in [0, BoardSize+1]:    for i in 1..Boardsize:      if app.buttons[i][j] == button: return (i, j) #--------------------------------------------------------------------------------------------------- proc update(app: PuzzleApp) =  ## Update the grid.  for i in 0..BoardSize+1:    for j in 0..BoardSize+1:      if j in 1..BoardSize:        if i == 0:          app.buttons[i][j].setLabel(Clock)        elif i == BoardSize + 1:          app.buttons[i][j].setLabel(AClock)        else:          app.buttons[i][j].setLabel(\$app.puzzle[i-1][j-1])      elif i in 1..BoardSize:        if j == 0:          app.buttons[i][j].setLabel(Clock)        elif j == BoardSize + 1:          app.buttons[i][j].setLabel(AClock)   if app.puzzle == app.inOrder:    app.won = true    app.showMessage() #--------------------------------------------------------------------------------------------------- proc onClick(button: Button; app: PuzzleApp) =  ## Procedure called when the user cliked a grid button.  if not app.won:    inc app.moves    let (i, j) = app.findRowCol(button)    if i == 0:      app.puzzle.rotateCol(j - 1, true)    elif i == BoardSize + 1:      app.puzzle.rotateCol(j - 1, false)    elif j == 0:      app.puzzle.rotateRow(i - 1, true)    elif j == BoardSize + 1:      app.puzzle.rotateRow(i - 1, false)    app.update() #--------------------------------------------------------------------------------------------------- proc newGame(button: ToolButton; app: PuzzleApp) =  ## Prepare a new game.  var values = toSeq(Value.low..Value.high)  values.shuffle()  app.puzzle.initPuzzle(values)  app.won = false  app.update() #--------------------------------------------------------------------------------------------------- proc activate(app: PuzzleApp) =  ## Activate the application.   let window = app.newApplicationWindow()  window.setTitle("16 puzzle game")  window.setSizeRequest(300, 340)   let box = newBox(Orientation.vertical, 0)  window.add box   let toolbar = newToolbar()  let newGameButton = newToolButton(label = "New game")  toolbar.insert(newGameButton, 0)  let quitButton = newToolButton(label = "Quit")  toolbar.insert(quitButton, 1)  box.add toolbar   let grid = newGrid()  box.add grid   for i in 0..BoardSize+1:    for j in 0..BoardSize+1:      let button = newButton()      button.setHexpand(true)      button.setVexpand(true)      app.buttons[i][j] = button      grid.attach(button, j, i, 1, 1)   var values = toSeq(Value.low..Value.high)  app.inOrder.initPuzzle(values)  values.shuffle()  app.puzzle.initPuzzle(values)   for i in [0, BoardSize + 1]:    for j in 1..BoardSize:      app.buttons[i][j].connect("clicked", onClick, app)  for j in [0, BoardSize + 1]:    for i in 1..BoardSize:      app.buttons[i][j].connect("clicked", onClick, app)   newGameButton.connect("clicked", newGame, app)  quitButton.connect("clicked", onQuit, window)   app.won = false  app.update()   window.showAll() #——————————————————————————————————————————————————————————————————————————————————————————————————— randomize()let app = newApplication(PuzzleApp, "Rosetta.Puzzle16Game")discard app.connect("activate", activate)discard app.run()`

## Perl

`#!/usr/bin/perl use strict; # http://www.rosettacode.org/wiki/16_Puzzle_Gameuse warnings;use List::Util qw( any );use Tk; my \$size = \$ARGV[0] // 4;my \$width = length \$size ** 2;my \$message = '';my \$steps;my @board;my @again;my \$easy = 3; my \$mw = MainWindow->new( -title => '16 Puzzle in Tk' );\$mw->geometry( '+470+300' );\$mw->optionAdd('*font' => 'sans 14');my \$frame = \$mw->Frame(-bg => 'gray', -relief => 'ridge',  -borderwidth => 5)->pack;my \$label = \$mw->Label( -textvariable => \\$message, -font => 'times-bold 30',  )->pack;\$mw->Button( -text => "Exit", -command => sub {\$mw->destroy},  )->pack(-side => 'right');\$mw->Button( -text => "Reset", -command => sub {  @board = @again;  show();  \$message = \$steps = 0;  \$label->configure(-fg => 'black');  },)->pack(-side => 'right');\$mw->Button( -text => "Easy", -command => sub {\$easy = 3; generate()},  )->pack(-side => 'left');\$mw->Button( -text => "Hard", -command => sub {\$easy = 12; generate()},  )->pack(-side => 'left'); my @cells = map {  \$frame->Label(-text => \$_, -relief => 'sunken', -borderwidth => 2,    -fg => 'white', -bg => 'blue', -font => 'sans 24',    -padx => 7, -pady => 7, -width => \$width,    )->grid(-row => int( \$_ / \$size + 2 ), -column => \$_ % \$size + 2,    -sticky => "nsew",  ) } 0 .. \$size ** 2 - 1; for my \$i (1 .. \$size)  {  \$frame->Button(-text => ">", -command => sub {move("R\$i") },    )->grid(-row => \$i + 1, -column => 1, -sticky => "nsew");  \$frame->Button(-text => "<", -command => sub {move("L\$i") },    )->grid(-row => \$i + 1, -column => \$size + 2, -sticky => "nsew");  \$frame->Button(-text => "v", -command => sub {move("D\$i") },    )->grid(-row => 1, -column => \$i + 1, -sticky => "nsew");  \$frame->Button(-text => "^", -command => sub {move("U\$i") },    )->grid(-row => \$size + 2, -column => \$i + 1, -sticky => "nsew");  } generate(); MainLoop;-M \$0 < 0 and exec \$0, @ARGV; # restart if source file modified since start sub randommove { move( qw(U D L R)[rand 4] . int 1 + rand \$size ) } sub show { \$cells[\$_]->configure(-text => \$board[\$_]) for 0 .. \$size ** 2 - 1 } sub success { not any { \$_ + 1 != \$board[\$_] } 0 .. \$size ** 2 - 1 } sub move  {  my (\$dir, \$index) = split //, shift;  \$index--;  my @from = map {    \$dir =~ /L|R/i ? \$_ + \$size * \$index : \$_ * \$size + \$index    } 0 .. \$size - 1;  @board[@from] = (@board[@from])[ (\$dir =~ /L|U/i || -1) .. \$size - 1, 0 ];  show();  \$message = ++\$steps;  \$label->configure(-fg => success() ? 'red' : 'black');  success() and \$message = "Solved in \$steps";  } sub generate  {  @board = 1 .. \$size ** 2;  randommove() for 1 .. 1 + int rand \$easy;  success() and randommove();  @again = @board;  \$message = \$steps = 0;  }`

## Phix

NB arrow keys not tested on linux, but "UDLR" should work...

```constant level = 5,
ESC=27, UP=328, DOWN=336, LEFT=331, RIGHT=333

sequence board = tagset(16), solve = board

procedure print_board()
printf(1,"    1  2  3  4\n")
for r=1 to 4 do
printf(1,"%d: %2d %2d %2d %2d\n",r&board[r*4-3..r*4])
end for
puts(1,"\n")
end procedure

procedure move(integer d,rc)
-- d is 1..4 for up/down/left/right
-- rc is 1..4 for row(d>=3)/column(d<=2)
sequence idx = repeat(0,4),
tiles = repeat(0,4)
for i=1 to 4 do
idx[i] = iff(d<=2?rc+(i-1)*4:(rc-1)*4+i)
tiles[i] = board[idx[i]]
end for
--  ?{d,rc,idx}
idx = iff(mod(d,2)?idx[4]&idx[1..3]:idx[2..4]&idx[1])
for i=1 to 4 do
board[idx[i]] = tiles[i]
end for
end procedure

for i=1 to level do move(rand(4),rand(4)) end for
while 1 do
print_board()
if board=solve then
puts(1,"Solved!\n")
exit
end if
integer d, rc
while true do
while true do
d = find(upper(wait_key()),{ESC,UP,DOWN,LEFT,RIGHT}&"UDLR")-1
if d!=-1 then exit end if
end while
if d=0 then
puts(1,"\n\nYou gave up!\n")
exit
end if
if d>4 then d-=4 end if
puts(1,"UDLR"[d])
while true do
rc = find(upper(wait_key()),ESC&"1234UDLR"&{UP,DOWN,LEFT,RIGHT})-1
if rc>4 then
if rc>8 then rc -= 4 end if
d = rc-4
puts(1,"\b \b"&"UDLR"[d])
else
if rc!=-1 then exit end if
end if
end while
if rc=0 then
puts(1,"\b \b")
else
printf(1,"%d\n\n",rc)
move(d,rc)
exit
end if
end while
if d=0 then exit end if
end while
```
Output:

(a level 2 game)

```    1  2  3  4
1:  1  2  7  4
2:  5  6 11  8
3:  9 10 16 12
4: 14 15  3 13

1  2  3  4
1:  1  2  3  4
2:  5  6  7  8
3:  9 10 11 12
4: 14 15 16 13

1  2  3  4
1:  1  2  3  4
2:  5  6  7  8
3:  9 10 11 12
4: 13 14 15 16

Solved!
```

## Raku

For brevity, changed to zero-based and skipped some error handling.

Translation of: Go
`# 20210914 Raku programming solution  my (\easy,\hard) = 1,4 ; my @n = ^16; my \level = \$ = easy ; my \moves = \$ = 0; sub hasWon { @n eq ^16 } sub setDiff(\$level) {   say "\nTarget is ", ( moves = \$level == hard ?? 12 !! 3 ).Str, " moves.";    for ^moves {      my \s = (^4).roll;      @n[ ( [ s, s+4 ... s+12 ] , [ s*4 .. s*4+3 ] ).roll ] .= rotate ;      redo if hasWon   }} sub drawGrid {   say "\n     U1   U2   U3   U4";   say "   ╔════╦════╦════╦════╗";   printf  "L1 ║ %2d ║ %2d ║ %2d ║ %2d ║ R1\n", @n[0..3];   say "   ╠════╬════╬════╬════╣";   printf  "L2 ║ %2d ║ %2d ║ %2d ║ %2d ║ R2\n", @n[4..7];   say "   ╠════╬════╬════╬════╣";   printf  "L3 ║ %2d ║ %2d ║ %2d ║ %2d ║ R3\n", @n[8..11];   say "   ╠════╬════╬════╬════╣";   printf  "L4 ║ %2d ║ %2d ║ %2d ║ %2d ║ R4\n", @n[12..15];   say "   ╚════╩════╩════╩════╝";   say "     D1   D2   D3   D4\n"} sub init {   loop {      print "Enter difficulty level easy or hard E/H : ";      given \$*IN.get.uc {         when 'E'|'H' { level = \$_ eq 'H' ?? hard !! easy ;  last  }          default      { say "Invalid response, try again." }      }   }   setDiff(level);   moves = 0;} init; loop {   drawGrid;   if hasWon() {      say "Congratulations, you have won the game in {moves} moves.\n" and exit   }    say "When entering moves, you can also enter Q to quit or S to start again.";   say "\nMoves so far = {moves}\n";   print "Enter move : " ;   given \$*IN.get.uc {      my \c = .substr(*-1).ord - 49 ; moves++ ;       when 'D1'|'D2'|'D3'|'D4' { @n[ (12,8,4,0) >>+>> c   ] .= rotate }      when 'L1'|'L2'|'L3'|'L4' { @n[ (0,1,2,3)  >>+>> 4*c ] .= rotate }      when 'U1'|'U2'|'U3'|'U4' { @n[ (0,4,8,12) >>+>> c   ] .= rotate }      when 'R1'|'R2'|'R3'|'R4' { @n[ (3,2,1,0)  >>+>> 4*c ] .= rotate }      when 'Q'                 { exit }       when 'S'                 { init }       default                  { say "\nInvalid move, try again." and moves-- }   }}`

## REXX

This REXX version allows the user to choose the grid size for the   16   game (puzzle),   as well as the difficulty of the puzzle.
The user's responses may have optional whitespace in the answer, and the answer can be in any case (lower or uppercase).
Not all errors are checked so as to keep the program simpler.

`/*REXX pgm implements the  16  game;  displays game grid, prompts for a move, game won? */sep= copies("─",8);  pad=left('',1+length(sep) ) /*pad=9 blanks.   SEP is used for msgs.*/parse arg N hard seed .                          /*obtain optional arguments from the CL*/er= '***error***'                                /*literal used to indicate an error msg*/if    N=='' |    N==","  then    N= 4            /*Not specified?  Then use the default.*/if hard=='' | hard==","  then hard= 2            /* "      "         "   "   "     "    */if \isInt(N)  then do;  say sep  er  "grid size isn't an integer: "   N;    exit 1;    endif N<2 | N>9  then do;  say sep  er  "grid size is out of range: "    N;    exit 1;    endif isInt(seed)  then call random , , seed        /*use repeatability seed for RANDOM BIF*/say sep 'Playing a '      N*N       " game with a difficulty level of: "     hard#=0         do   r=1  for N                         /* [◄]  build a solution for testing.  */           do c=1  for N;   #= #+1;    @.r.c= #  /*bump number (count), define a cell.  */           end   /*c*/         end     /*r*/                                                 /* [↓]  HARD  is the puzzle difficulty.*/     do hard;     row= random(1)                 /*scramble the grid  HARD   # of times.*/     if row  then call move random(1,N)substr('LR', random(1, 2), 1)   /* ◄── move row. */             else call move substr('abcdefghi',random(1,N), 1)substr("+-",random(1,2),1)     end   /*hard*/                                                    /* [↓]  move col.*/                                                 /*play 16─game until  solved  or  quit.*/   do  until done()                              /*perform moves until puzzle is solved.*/   call move                                     /*get user's move(s)  and  validate it.*/   if errMsg\==''  then do;  say sep er errMsg".";  iterate; end   /*possible error msg?*/   end   /*until*/ call show;     say sep  'Congratulations!   The'      N**2"─puzzle is solved."exit                                             /*stick a fork in it,  we're all done. *//*──────────────────────────────────────────────────────────────────────────────────────*/done: #=0; do r=1 to N; do c=1 to N; #=#+1; if @.r.c\==# then return 0; end; end; return 1isInt: return datatype( arg(1), 'W')             /*return 1 if arg is a whole number.   */ghost: do r=1  for n;   do c=1  for n;    !.r.c= @.r.c;  end  /*r*/;   end  /*c*/;  return/*──────────────────────────────────────────────────────────────────────────────────────*/move: arg x                                      /*obtain optional move from ARG or ask.*/      ask1= sep 'Please enter a     row  number    followed by a   L   or   R,       or'      ask2= sep '       enter a   column letter    followed by a   +   or   -'   @quit      @quit= '      (or Quit):'      if x==''  then do                     if queued()==0  then do;   say;   call show;    say ask1;    say ask2                                          end                     pull x;  x= space(x, 0)     /*obtain a response;  elide whitespace.*/                     end      y= left(x, 1);          d= right(x, 1)     /*get a number or letter, and also a ± */      num= isInt(d);        let= datatype(y,'U') /*get direction to shift, based on type*/      if abbrev('QUIT', x, 1)  then do;  say;  say;  say sep  "quitting.";    exit;    end               select               when x == ''                    then errMsg= "nothing entered"               when length(x)>2                then errMsg= "improper response:  "       x               when num  &  (y <1   | y >N  )  then errMsg= "row isn't in range: "       y               when num  &  (d\="L" & d\='R')  then errMsg= "row shift isn't L or R: "   d               when let  &  (y <"A" | y >HI )  then errMsg= "col isn't in range: "       y               when let  &  (d\="+" & d\='-')  then errMsg= "col shift isn't + or -: "   d               otherwise                            errMsg=               end   /*select*/                  /* [↑]  verify the human entered data. */      call ghost;    yn= pos(y, 'ABCDEFGHI')     /*create a ghost grid for easy moving. */      if isInt(y)  then if d=='R'  then  do c=1  for N;  cm= c-1;  if c==1  then cm= c+N-1                                                         @.y.c= !.y.cm                                         end                                   else  do c=1  for N;  cp= c+1;  if c==N  then cp= 1                                                         @.y.c= !.y.cp                                         end                   else if d=='-'  then  do r=1  for N;  rm= r-1;  if r==1  then rm= r+N-1                                                         @.r.yn= !.rm.yn                                         end                                   else  do r=1  for N;  rp= r+1;  if r==N  then rp= 1                                                         @.r.yn= !.rp.yn                                         end      return/*──────────────────────────────────────────────────────────────────────────────────────*/show: top= '╔'copies( copies("═", 2)'╦', N);           top= left( top, length(top) - 1)"╗"      bar= '╠'copies( copies("═", 2)'╬', N);           bar= left( bar, length(bar) - 1)"╣"      bot= '╚'copies( copies("═", 2)'╩', N);           bot= left( bot, length(bot) - 1)"╝"      ind= left('',  3 + length(N) )                              /*compute indentation.*/      col= ind  ind  ind' '   subword("a- b- c- d- e- f- g- h- i-",  1,  n)      HI= substr('abcdefghi', N, 1);    upper HI      say col  ind  ind  ind  '-  means shift a column down';            say pad  ind  top              do    r=1  for N;   z= r'R'    "  ║"                 /*build NxN game grid*/                 do c=1  for N;   z= z || right(@.r.c, 2)'║'       /*build  row by row. */                 end   /*c*/              z= z   ' '   r"L"                                    /*add right-side info*/              if r==1  then z= z  pad'L  means shift a row left'   /* "   1st help info.*/              if r==2  then z= z  pad'R  means shift a row right'  /* "   2nd   "    "  */              say pad z;             if r\==N  then say pad  ind  bar              end     /*r*/      say pad  ind  bot;             say;      say translate(col, '+', "-")   ind  ind  ind  "+  means shift a column up";     say      return`
output   when using the default inputs:
```──────── Playing a  16  game with a difficulty level of:  2

a- b- c- d-                -  means shift a column down
╔══╦══╦══╦══╗
1R   ║ 1║ 2║15║ 4║   1L          L  means shift a row left
╠══╬══╬══╬══╣
2R   ║ 5║ 6║ 3║ 8║   2L          R  means shift a row right
╠══╬══╬══╬══╣
3R   ║12║ 9║ 7║11║   3L
╠══╬══╬══╬══╣
4R   ║13║14║10║16║   4L
╚══╩══╩══╩══╝

a+ b+ c+ d+                +  means shift a column up

──────── Please enter a     row  number    followed by a   L   or   R,       or
────────        enter a   column letter    followed by a   +   or   -       (or Quit):
c +                             ◄■■■■■■■■ user input

a- b- c- d-                -  means shift a column down
╔══╦══╦══╦══╗
1R   ║ 1║ 2║ 3║ 4║   1L          L  means shift a row left
╠══╬══╬══╬══╣
2R   ║ 5║ 6║ 7║ 8║   2L          R  means shift a row right
╠══╬══╬══╬══╣
3R   ║12║ 9║10║11║   3L
╠══╬══╬══╬══╣
4R   ║13║14║15║16║   4L
╚══╩══╩══╩══╝

a+ b+ c+ d+                +  means shift a column up

──────── Please enter a     row  number    followed by a   L   or   R,       or
────────        enter a   column letter    followed by a   +   or   -       (or Quit):
3L                              ◄■■■■■■■■ user input
a- b- c- d-                -  means shift a column down
╔══╦══╦══╦══╗
1R   ║ 1║ 2║ 3║ 4║   1L          L  means shift a row left
╠══╬══╬══╬══╣
2R   ║ 5║ 6║ 7║ 8║   2L          R  means shift a row right
╠══╬══╬══╬══╣
3R   ║ 9║10║11║12║   3L
╠══╬══╬══╬══╣
4R   ║13║14║15║16║   4L
╚══╩══╩══╩══╝

a+ b+ c+ d+                +  means shift a column up

──────── Congratulations!   The 16─puzzle is solved.
```

## Ring

` # Project : Sixteen Puzzle Game load "guilib.ring"load "stdlib.ring" app1 = new qapp {         t1 = 0        temp = ""        table = [][]        movesnr = 0        button = list(16)         begintiles = list(16)        pReturn = list(4)        CounterMan = 0        saveflag = 0         stylefusionblack()           win1 = new qwidget() {                   move(0,0)                   resize(360, 600)                   setwindowtitle("Calmosoft Sixteen Puzzle Game")                    for n = 1 to 16                         col = n%4                         if col = 0 col = 4 ok                         row = ceil(n/4)                         button[n] = new qpushbutton(win1)                         {                                            setgeometry(60+col*40,60+row*40,40,40)                                                                                        setstylesheet("color:white")                                                setstylesheet("background-color:blue")                                                                                    settext(string(n))                                                                                                                  }                    next                   buttonup1 = new qpushbutton(win1)                  {                                      setgeometry(100, 60, 40, 40)                                      settext("up")                                      setclickevent("up1()")                     }                   buttonup2 = new qpushbutton(win1)                  {                                      setgeometry(140, 60, 40, 40)                                      settext("up")                                      setclickevent("up2()")                     }                  buttonup3 = new qpushbutton(win1)                  {                                      setgeometry(180, 60, 40, 40)                                      settext("up")                                      setclickevent("up3()")                     }                  buttonup4 = new qpushbutton(win1)                  {                                      setgeometry(220, 60, 40, 40)                                      settext("up")                                      setclickevent("up4()")                     }                   buttondown1 = new qpushbutton(win1)                  {                                          setgeometry(100, 260, 40, 40)                                          settext("down")                                          setclickevent("down1()")                     }                   buttondown2 = new qpushbutton(win1)                  {                                          setgeometry(140, 260, 40, 40)                                          settext("down")                                          setclickevent("down2()")                     }                   buttondown3 = new qpushbutton(win1)                  {                                          setgeometry(180, 260, 40, 40)                                          settext("down")                                          setclickevent("down3()")                     }                  buttondown4 = new qpushbutton(win1)                  {                                          setgeometry(220, 260, 40, 40)                                          settext("down")                                          setclickevent("down4()")                     }                   buttonleft1 = new qpushbutton(win1)                  {                                          setgeometry(60, 100, 40, 40)                                          settext("<<<")                                          setclickevent("left1()")                     }                   buttonleft2 = new qpushbutton(win1)                  {                                          setgeometry(60, 140, 40, 40)                                          settext("<<<")                                          setclickevent("left2()")                     }                   buttonleft3 = new qpushbutton(win1)                  {                                          setgeometry(60, 180, 40, 40)                                          settext("<<<")                                          setclickevent("left3()")                     }                   buttonleft4 = new qpushbutton(win1)                  {                                          setgeometry(60, 220, 40, 40)                                          settext("<<<")                                          setclickevent("left4()")                     }                   buttonright1 = new qpushbutton(win1)                  {                                          setgeometry(260, 100, 40, 40)                                          settext(">>>")                                          setclickevent("right1()")                     }                   buttonright2 = new qpushbutton(win1)                  {                                          setgeometry(260, 140, 40, 40)                                          settext(">>>")                                          setclickevent("right2()")                     }                   buttonright3 = new qpushbutton(win1)                  {                                          setgeometry(260, 180, 40, 40)                                          settext(">>>")                                          setclickevent("right3()")                     }                   buttonright4 = new qpushbutton(win1)                  {                                          setgeometry(260, 220, 40, 40)                                          settext(">>>")                                          setclickevent("right4()")                     }                   buttonscramble = new qpushbutton(win1)                  {                                             setgeometry(100, 300, 160, 40)                                             settext("Scarmble")                                             setclickevent("scramble()")                     }                   buttonreset = new qpushbutton(win1)                  {                                        setgeometry(100, 340, 160, 40)                                        settext("Reset")                                        setclickevent("reset()")                     }                   buttonsave = new qpushbutton(win1)                  {                                   setgeometry(100, 380, 160, 40)                                   settext("Save Game")                                   setclickevent("psaveEmpty()")                  }                   buttonplay = new qpushbutton(win1)                     {                                 setgeometry(100,420,160,40)                                   settext("Replay Game")                                   setclickevent("pPlay()")                  }                   buttonnr = new qpushbutton(win1)                  {                                   setgeometry(100, 460, 160, 40)                                   settext("Moves : ")                  }                   timebtn = new qpushbutton(win1)                     {                                 setgeometry(100,500,160,40)                                   settext("Elapsed Time : ")                    }                  t1 = clock()                   for i = 1 to 16                       begintiles[i] = string(i)                  next                   TimerMan = new qtimer(win1)                  {                                    setinterval(0.5)                                    settimeoutevent("pTime()")                                    stop()                  }                  show()        }        exec()} func scramble       reset()       empty = 16       movesnr = 0       buttonnr.settext("Moves : " + movesnr)        for n= 1 to 1000              nr=random(15)+1            up = (empty = (nr - 4))            down = (empty = (nr + 4))            left = ((empty = (nr - 1)) and ((nr % 4) != 1))            right = ((empty = (nr + 1)) and ((nr % 4) != 0))            move = up or down or left  or right            if move = 1                temp1 = button[nr].text()               temp2 = button[empty].text()               button[empty].settext(temp1)               button[nr].settext(temp2)               empty = nr            ok       next       timebtn.settext("Elapsed Time : ")       t1 = clock()       table = []       saveflag = 0       for n= 1 to 16             if isstring(button[n].text())                begintiles[n] = button[n].text()             else                begintiles[n] = string(button[n].text())             ok        next func reset        movesnr = 0        buttonnr.settext("Moves : " + movesnr)        for i = 1 to 16             button[i] {settext(string(i))}             button[i].setstylesheet("background-color:blue")             begintiles[i] = string(i)        next        timebtn.settext("Elapsed Time : ")        t1 = clock()        table = []        saveflag = 0        return func pClock        t2 = (clock() - t1)/1000        timebtn.settext("Elapsed Time : " + t2 + " s") func psaveEmpty        timebtn.settext("Elapsed Time : ")        t1 = clock()        return func psave        if saveflag = 1           for n = 1 to 4                add(table, [pReturn[n], button[pReturn[n]].text()])           next        ok func pPlay        if saveflag = 1           for n=1 to 16                 button[n]{settext(begintiles[n])}                 button[n].setstylesheet("background-color:blue")           next           timebtn.settext("Elapsed Time : ")           movesnr = 0           buttonnr.settext("Moves : " + movesnr)           t1 = clock()           CounterMan = 0           TimerMan.start()        ok func pTime()        if saveflag = 1           CounterMan = CounterMan + 1           if CounterMan > 1              temp.setstylesheet("background-color:blue")           ok           pPlaySleep()           sleep(1)            if CounterMan = len(table)              TimerMan.stop()           ok        ok func pPlaySleep        pClock()        button[table[CounterMan][1]].setstylesheet("background-color:orange")         temp =  button[table[CounterMan][1]]        button[table[CounterMan][1]].settext(table[CounterMan][2])        movesnr = movesnr + 1        buttonnr.settext("Moves : " + movesnr)        return func up1        temp = button[1].text()        button[1].settext(button[5].text())        button[5].settext(button[9].text())        button[9].settext(button[13].text())        button[13].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [1,5,9,13]        saveflag = 1        psave()        return func up2        temp = button[2].text()        button[2].settext(button[6].text())        button[6].settext(button[10].text())        button[10].settext(button[14].text())        button[14].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [2,6,10,14]        saveflag = 1        psave()        return func up3        temp = button[3].text()        button[3].settext(button[7].text())        button[7].settext(button[11].text())        button[11].settext(button[15].text())        button[15].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [3,7,11,15]        saveflag = 1        psave()        return func up4        temp = button[4].text()        button[4].settext(button[8].text())        button[8].settext(button[12].text())        button[12].settext(button[16].text())        button[16].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [4,8,12,16]        saveflag = 1        psave()        return func down1        temp = button[13].text()        button[13].settext(button[9].text())        button[9].settext(button[5].text())        button[5].settext(button[1].text())        button[1].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [13,9,5,1]        saveflag = 1        psave()        return func down2        temp = button[14].text()        button[14].settext(button[10].text())        button[10].settext(button[6].text())        button[6].settext(button[2].text())        button[2].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [14,10,6,2]        saveflag = 1        psave()        return func down3        temp = button[15].text()        button[15].settext(button[11].text())        button[11].settext(button[7].text())        button[7].settext(button[3].text())        button[3].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [15,11,7,3]        saveflag = 1        psave()        return func down4        temp = button[16].text()        button[16].settext(button[12].text())        button[12].settext(button[8].text())        button[8].settext(button[4].text())        button[4].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [16,12,8,4]        saveflag = 1        psave()        return func left1        temp = button[1].text()        button[1].settext(button[2].text())        button[2].settext(button[3].text())        button[3].settext(button[4].text())        button[4].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [1,2,3,4]        saveflag = 1        psave()        return func left2        temp = button[5].text()        button[5].settext(button[6].text())        button[6].settext(button[7].text())        button[7].settext(button[8].text())        button[8].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [5,6,7,8]        saveflag = 1        psave()        return func left3        temp = button[9].text()        button[9].settext(button[10].text())        button[10].settext(button[11].text())        button[11].settext(button[12].text())        button[12].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [9,10,11,12]        saveflag = 1        psave()        return func left4        temp = button[13].text()        button[13].settext(button[14].text())        button[14].settext(button[15].text())        button[15].settext(button[16].text())        button[16].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [13,14,15,16]        saveflag = 1        psave()        return func right1        temp = button[4].text()        button[4].settext(button[3].text())        button[3].settext(button[2].text())        button[2].settext(button[1].text())        button[1].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [4,3,2,1]        saveflag = 1        psave()        return func right2        temp = button[8].text()        button[8].settext(button[7].text())        button[7].settext(button[6].text())        button[6].settext(button[5].text())        button[5].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [8,7,6,5]        saveflag = 1        psave()        return func right3        temp = button[12].text()        button[12].settext(button[11].text())        button[11].settext(button[10].text())        button[10].settext(button[9].text())        button[9].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [12,11,10,9]        saveflag = 1        psave()        return func right4        temp = button[16].text()        button[16].settext(button[15].text())        button[15].settext(button[14].text())        button[14].settext(button[13].text())        button[13].settext(temp)        movesnr =movesnr + 1        buttonnr.settext("Moves : " + string(movesnr))        pClock()        pReturn = [16,15,14,13]        saveflag = 1        psave()        return `

Output image:

## Wren

Translation of: Go
Library: Wren-trait
Library: Wren-fmt
Library: Wren-ioutil
Library: Wren-str
`import "random" for Randomimport "/trait" for Steppedimport "/fmt" for Fmtimport "/ioutil" for Inputimport "/str" for Str var rand = Random.new() var easy = 1var hard = 4 var n = List.filled(16, 0) var initGrid = Fn.new {    for (i in 0..15) n[i] = i + 1} var rotate = Fn.new { |ix|    var last = n[ix[3]]    for (i in 3..1) n[ix[i]] = n[ix[i-1]]    n[ix[0]] = last} var hasWon = Fn.new {    for (i in 0...15) {        if (n[i] != i+1) return false    }    return true} var setDiff = Fn.new { |level|    var moves = (level == easy) ? 3 : 12    var rc = []    var i = 0    while (i < moves) {        rc.clear()        var r = rand.int(2)        var s = rand.int(4)        if (r == 0) {  // rotate random row            for (j in s*4...(s+1)*4) rc.add(j)        } else {  // rotate random column            for (j in Stepped.new(s...s+16, 4)) rc.add(j)        }        var rca = rc.toList        rotate.call(rca)        if (hasWon.call()) { // do it again            i = -1        }        i = i + 1    }    System.print("Target is %(moves) moves.")} var drawGrid = Fn.new {    System.print()    System.print("     D1   D2   D3   D4")    System.print("   ╔════╦════╦════╦════╗")    Fmt.print   ("R1 ║ \$2d ║ \$2d ║ \$2d ║ \$2d ║ L1", n[0], n[1], n[2], n[3])    System.print("   ╠════╬════╬════╬════╣")    Fmt.print   ("R2 ║ \$2d ║ \$2d ║ \$2d ║ \$2d ║ L2", n[4], n[5], n[6], n[7])    System.print("   ╠════╬════╬════╬════╣")    Fmt.print   ("R3 ║ \$2d ║ \$2d ║ \$2d ║ \$2d ║ L3", n[8], n[9], n[10], n[11])    System.print("   ╠════╬════╬════╬════╣")    Fmt.print   ("R4 ║ \$2d ║ \$2d ║ \$2d ║ \$2d ║ L4", n[12], n[13], n[14], n[15])    System.print("   ╚════╩════╩════╩════╝")    System.print("     U1   U2   U3   U4\n")} initGrid.call()var level = easyvar diff = Input.option("Enter difficulty level easy or hard E/H : ", "eEhH")if (diff == "h" || diff == "H") level = hardsetDiff.call(level)var ix = List.filled(4, 0)System.print("When entering moves, you can also enter Q to quit or S to start again.")var moves = 0while (true) {    drawGrid.call()    if (hasWon.call()) {        System.print("Congratulations, you have won the game in %(moves) moves!!")        return    }    while (true) {        System.print("Moves so far = %(moves)\n")        var move = Str.upper(Input.text("Enter move : ", 1).trim())        if (move == "D1" || move == "D2" || move == "D3" || move == "D4") {            var c = move[1].bytes[0] - 49            ix[0] = 0 + c            ix[1] = 4 + c            ix[2] = 8 + c            ix[3] = 12 + c            rotate.call(ix)            moves = moves + 1            break        } else if (move == "L1" || move == "L2" || move == "L3" || move == "L4") {             var c = move[1].bytes[0] - 49            ix[0] = 3 + 4*c            ix[1] = 2 + 4*c            ix[2] = 1 + 4*c            ix[3] = 0 + 4*c            rotate.call(ix)            moves = moves + 1            break        } else if (move == "U1" || move == "U2" || move == "U3" || move == "U4") {            var c = move[1].bytes[0] - 49            ix[0] = 12 + c            ix[1] = 8 + c            ix[2] = 4 + c            ix[3] = 0 + c            rotate.call(ix)            moves = moves + 1            break        } else if (move == "R1" || move == "R2" || move == "R3" || move == "R4") {            var c = move[1].bytes[0] - 49            ix[0] = 0 + 4*c            ix[1] = 1 + 4*c            ix[2] = 2 + 4*c            ix[3] = 3 + 4*c            rotate.call(ix)            moves = moves + 1            break        } else if (move == "Q") {            return        } else if (move == "S") {            initGrid.call()            setDiff.call(level)            moves = 0            break        } else {            System.print("Invalid move, try again.")        }    }}`
Output:

Sample (very easy!) game:

```Enter difficulty level easy or hard E/H : e
Target is 3 moves.
When entering moves, you can also enter Q to quit or S to start again.

D1   D2   D3   D4
╔════╦════╦════╦════╗
R1 ║  3 ║  4 ║  1 ║  2 ║ L1
╠════╬════╬════╬════╣
R2 ║  5 ║  6 ║  7 ║  8 ║ L2
╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 16 ║ 13 ║ 14 ║ 15 ║ L4
╚════╩════╩════╩════╝
U1   U2   U3   U4

Moves so far = 0

Enter move : l1

D1   D2   D3   D4
╔════╦════╦════╦════╗
R1 ║  4 ║  1 ║  2 ║  3 ║ L1
╠════╬════╬════╬════╣
R2 ║  5 ║  6 ║  7 ║  8 ║ L2
╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 16 ║ 13 ║ 14 ║ 15 ║ L4
╚════╩════╩════╩════╝
U1   U2   U3   U4

Moves so far = 1

Enter move : l1

D1   D2   D3   D4
╔════╦════╦════╦════╗
R1 ║  1 ║  2 ║  3 ║  4 ║ L1
╠════╬════╬════╬════╣
R2 ║  5 ║  6 ║  7 ║  8 ║ L2
╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 16 ║ 13 ║ 14 ║ 15 ║ L4
╚════╩════╩════╩════╝
U1   U2   U3   U4

Moves so far = 2

Enter move : l4

D1   D2   D3   D4
╔════╦════╦════╦════╗
R1 ║  1 ║  2 ║  3 ║  4 ║ L1
╠════╬════╬════╬════╣
R2 ║  5 ║  6 ║  7 ║  8 ║ L2
╠════╬════╬════╬════╣
R3 ║  9 ║ 10 ║ 11 ║ 12 ║ L3
╠════╬════╬════╬════╣
R4 ║ 13 ║ 14 ║ 15 ║ 16 ║ L4
╚════╩════╩════╩════╝
U1   U2   U3   U4

Congratulations, you have won the game in 3 moves!!
```