Correct Tile Movement for a 2048 Game
While attempting to create a command-line edition of the popular game 2048, you may encounter difficulties in implementing the correct tile movement.
Tile Merging Issue
One issue that may arise is when a tile moves past another tile with the same value. For instance, with the following board:
[2][2][4]
And the player inputs "->", the desired result should be:
[0][4][4]
However, your current approach may not handle this scenario correctly, potentially resulting in a merge of the 4s and an undesired result of:
[0][0][8]
Solution
To resolve this issue, your tile merging logic should consider the direction of the player's move. Scan the tiles in the opposite direction of the move, prioritizing merging tiles in that direction. This ensures that you avoid merging tiles that have already been merged on a previous iteration.
For example, in the scenario above, start scanning from the right-most column and work your way left, merging any 4s you encounter along the way until you reach the left-most column.
Code Optimizations
Your code contains several duplicates of loops across different movement cases. To improve efficiency, consider refactoring these loops into a single loop that handles all cases:
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) [...] } } }
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