How to Avoid Double Merging in the 2048 Game?
Correct Tile Movement for a 2048 Game
In 2048, players slide tiles left, right, up, or down in an attempt to match and merge like-valued tiles. When tiles are merged, their values are combined to create a single tile with a higher value. Players continue making moves until no further merges are possible and the game ends. However, achieving correct tile movement can be challenging, especially when multiple tiles can be merged.
Merging Problem
In the provided code for the processCommand function, the tile movement is subject to a merging issue. The problem arises when two tiles of the same value are adjacent to each other and the player makes a move that could potentially merge these tiles. If the board is scanned in the wrong direction, the tiles will be merged twice instead of once.
Solution: Scanning in the Opposite Direction
To resolve this issue, it is necessary to scan the board in the opposite direction of the player's move. This allows for tiles to be merged and marked as merged, preventing subsequent merges in the same column or row.
When the player moves upwards, for example, the board should be scanned from the bottom towards the top. This ensures that the bottom-most tiles are merged first, and any subsequent merges are prevented. Similar logic applies to other directions of movement.
Optimized Code
Additionally, the provided code exhibits code duplication in its nested for-loops for each case. This can be optimized by using a single for-loop and using a switch statement to handle the different cases. Here's an example of the optimized code:
for i := 1; i < height; i++ { for j := 0; j < width; j++ { if board[i][j] == 0 { continue } switch input { case "d": updateBoardDown(board, i, j) case "u": updateBoardUp(board, i, j) [...] } } }
In this optimized code, the updateBoardDown() and updateBoardUp() functions handle the tile movement for down and up directions, respectively. Similar functions can be implemented for the left and right directions.
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