How to Ensure Proper Tile Movement in a 2048 Game?

Mary-Kate Olsen
Release: 2024-10-24 15:03:02
Original
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How to Ensure Proper Tile Movement in a 2048 Game?

Correct Tile Movement for a 2048 Game

Understanding the Issue

In a 2048 game, tiles can only merge with other like-valued tiles in the same direction as the player's move. This means that tiles must be scanned in the opposite direction of the player's input.

Solution

To address this, we scan the tiles opposite to the player's move direction. This ensures that tiles are only merged when they are adjacent and in the direction of the move. For example, if the player moves down, we scan from the bottom row towards the top row, merging tiles as we go.

0   0   2   0   |
0   0   2   2   | Player move (⬇️)
0   2   4   8   |
2   32  4   2

Scan:
[32,2] -> [32,2]
[4, 2] -> [6, 0]
[2, 8] -> [10, 0]
[2, 4] -> [0, 6]

Result:
0   0   10  0
0   0   6   2
0   0   0   0
32  2   0   0
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Code Optimization

To improve code efficiency, we can eliminate unnecessary nested loops by using a single loop and branching on the player's input direction.

for (int i = 0; i < height; i++) {
    for (int j = 0; j < width; j++) {
        if (board[i][j] == 0) {
            continue;
        }
        switch (input) {
            case "d":
                updateBoardDown(board, i, j);
                break;
            case "u":
                updateBoardUp(board, i, j);
                break;
            [... other directions ...]
        }
    }
}
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This code eliminates the need for separate loops for each direction and simplifies the flow.

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