i dunno how git works tbh.
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@@ -75,37 +75,6 @@ class Game extends World {
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}
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public void onKeyEvent(String key) {
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<<<<<<< HEAD
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int mv;
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if (key.equals("left") || key.equals("h")) mv = 0;
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else if (key.equals("down") || key.equals("j")) mv = 1;
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else if (key.equals("up") || key.equals("k")) mv = 2;
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else if (key.equals("right") || key.equals("l")) mv = 3;
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else return; // Don't draw or add tiles if bad key pressed.
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this.score += this.grid.mv(mv);
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this.draw();
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List<Integer> frees = this.grid.freeCellIdxs();
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// Add tiles
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this.grid.buf.set(frees.get(this.rand.nextInt(frees.size())), 2);
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this.draw();
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}
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// Draw current game state.
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void draw() {
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this.scene = this.grid.render();
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this.scene.placeImageXY(
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new TextImage(
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"Score: " + String.valueOf(this.score), 25, Color.red
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),
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100, 20
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);
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}
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=======
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if (key.equals("left") || key.equals("h")) this.board.move(Move.LEFT);
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else if (key.equals("down") || key.equals("j"))
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this.board.move(Move.DOWN);
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@@ -116,7 +85,6 @@ class Game extends World {
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}
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void run() { this.bigBang(this.width, this.width); }
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>>>>>>> origin/main
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}
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// The possible movements.
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@@ -143,44 +111,12 @@ class Board {
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for (int x = 0; x < this.sz; x++)
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row.add(this.get(new Coord(x, y)).draw());
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<<<<<<< HEAD
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// Set the tile at the coords.
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Grid set(int x, int y, int v) {
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this.buf.set(this.where(x, y), v);
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return this;
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}
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// Get the index for the coord.
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int where(int x, int y) { return this.w * y + x; }
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// Get the value at the coords.
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int get(int x, int y) { return this.buf.get(this.w * y + x); }
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// Get the x coord for an index.
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int ix(int i) { return i % this.h; }
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// Get the y coord for an index.
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int iy(int i) { return i % this.w; }
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int mv(int d) {
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int add = 0;
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// For each row / col.
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for (int i = 0; i < (d % 3 == 0 ? this.h : this.w); i++) {
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while (this.lnMv(i, d));
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add += this.squish(i, d);
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while (this.lnMv(i, d));
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}
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return add;
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}
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=======
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// Add row to the list.
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rows.add(row.stream().reduce(
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new EmptyImage(),
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(cell1, cell2) -> new BesideImage(cell1, cell2)
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));
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}
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>>>>>>> origin/main
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// Collapse rows into single image.
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return rows.stream().reduce(
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@@ -197,56 +133,14 @@ class Board {
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else return gotten;
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}
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<<<<<<< HEAD
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// Get the line.
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List<Integer> getLn(int i, int d) {
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return d == 0 ? this.getRow(i)
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: d == 1 ? this.getCol(i).reversed()
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: d == 2 ? this.getCol(i)
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: this.getRow(i).reversed();
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}
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// Move the specified line in the specified direction once. If there is a
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// combination, return false. If there are no more moves possible, return
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// false.
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boolean lnMv(int i, int d) {
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List<Integer> ln = getLn(i, d);
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int c = 0; // Moves made in line.
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for (int j = 1; j < ln.size(); j++) {
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if (ln.get(j - 1) == 0 && ln.get(j) != 0) {
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ln.set(j - 1, ln.get(j));
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ln.set(j, 0);
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} else c++;
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}
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// If nothing has been done, give up.
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if (c == ln.size() - 1) return false;
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return true;
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}
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// Squish like tiles together.
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int squish(int i, int d) {
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int add = 0;
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List<Integer> ln = getLn(i, d);
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for (int j = 0; j < ln.size() - 1; j++) {
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if (ln.get(j) != 0 && ln.get(j) == ln.get(j + 1)) {
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ln.set(j, 2 * ln.get(j));
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ln.set(j + 1, 0);
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add += ln.get(j);
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=======
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// Move in the given direction.
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void move(Move move) {
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for (int x = 0; x < this.sz; x++) {
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for (int y = 0; y < this.sz; y++) {
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// Copy logic from old code here.
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Cell cell = this.get(new Coord(x, y));
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>>>>>>> origin/main
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}
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}
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return add;
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}
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}
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@@ -281,42 +175,6 @@ class Tile extends Cell {
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),
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super.draw()
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);
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<<<<<<< HEAD
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t.checkExpect(
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verySmall.freeCellIdxs(), new ArrayList<Integer>(List.of(0))
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);
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t.checkExpect(
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oblong.freeCellIdxs(), new ArrayList<Integer>(List.of(0, 1, 2))
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);
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}
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void testGridSet(Tester t) {
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init();
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small.set(0, 0, 1);
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t.checkExpect(small.freeCellIdxs(), new ArrayList<>(List.of(1, 2, 3)));
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small.set(1, 1, 1);
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t.checkExpect(small.freeCellIdxs(), new ArrayList<>(List.of(1, 2)));
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}
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void testRegular(Tester t) {
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init();
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regular.set(1, 0, 16)
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.set(2, 0, 16)
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.set(3, 0, 32)
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.set(0, 1, 4)
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.set(1, 1, 4)
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.set(4, 1, 2);
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t.checkExpect(regular.get(1, 0), 16);
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t.checkExpect(regular.get(0, 0), 0);
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t.checkExpect(regular.get(3, 3), 0);
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}
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void testGame(Tester t) {
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game = new Game(4, 4);
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game.launchGame();
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=======
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>>>>>>> origin/main
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}
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}
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