text: function GameManager(size, InputManager, Actuator, StorageManager) {
    this.size           = size; // Size of the grid
    this.inputManager   = new InputManager;
    this.storageManager = new StorageManager;
    this.actuator       = new Actuator;
  
    this.startTiles     = 2;
  
    this.inputManager.on("move", this.move.bind(this));
    this.inputManager.on("restart", this.restart.bind(this));
    this.inputManager.on("autoplay", this.autoplay.bind(this));
    this.inputManager.on("keepPlaying", this.keepPlaying.bind(this));
  
    this.setup();
  }
  
  // Restart the game
  GameManager.prototype.restart = function () {
    this.storageManager.clearGameState();
    this.actuator.continueGame(); // Clear the game won/lost message
    this.setup();
  };
  
  GameManager.prototype.autoplay = function () {
        var self = this;
        setInterval(function(){
          var myMove = Math.floor(Math.random()*4);
          self.move(myMove);
        },100);
  };
  
  
  // Keep playing after winning (allows going over 2048)
  GameManager.prototype.keepPlaying = function () {
    this.keepPlaying = true;
    this.actuator.continueGame(); // Clear the game won/lost message
  };
  
  // Return true if the game is lost, or has won and the user hasn't kept playing
  GameManager.prototype.isGameTerminated = function () {
    return this.over || (this.won && !this.keepPlaying);
  };
  
  // Set up the game
  GameManager.prototype.setup = function () {
    var previousState = this.storageManager.getGameState();
  
    // Reload the game from a previous game if present
    if (previousState) {
      this.grid        = new Grid(previousState.grid.size,
                                  previousState.grid.cells); // Reload grid
      this.score       = previousState.score;
      this.over        = previousState.over;
      this.won         = previousState.won;
      this.keepPlaying = previousState.keepPlaying;
    } else {
      this.grid        = new Grid(this.size);
      this.score       = 0;
      this.over        = false;
      this.won         = false;
      this.keepPlaying = false;
  
      // Add the initial tiles
      this.addStartTiles();
    }
  
    // Update the actuator
    this.actuate();
  };
  
  // Set up the initial tiles to start the game with
  GameManager.prototype.addStartTiles = function () {
    for (var i = 0; i < this.startTiles; i++) {
      this.addRandomTile();
    }
  };
  
  // Adds a tile in a random position
  GameManager.prototype.addRandomTile = function () {
    if (this.grid.cellsAvailable()) {
      var value = Math.random() < 0.9 ? 2 : 4;
      var tile = new Tile(this.grid.randomAvailableCell(), value);
  
      this.grid.insertTile(tile);
    }
  };
  
  // Sends the updated grid to the actuator
  GameManager.prototype.actuate = function () {
    if (this.storageManager.getBestScore() < this.score) {
      this.storageManager.setBestScore(this.score);
    }
  
    // Clear the state when the game is over (game over only, not win)
    if (this.over) {
      this.storageManager.clearGameState();
    } else {
      this.storageManager.setGameState(this.serialize());
    }
  
    this.actuator.actuate(this.grid, {
      score:      this.score,
      over:       this.over,
      won:        this.won,
      bestScore:  this.storageManager.getBestScore(),
      terminated: this.isGameTerminated()
    });
  
  };
  
  // Represent the current game as an object
  GameManager.prototype.serialize = function () {
    return {
      grid:        this.grid.serialize(),
      score:       this.score,
      over:        this.over,
      won:         this.won,
      keepPlaying: this.keepPlaying
    };
  };
  
  // Save all tile positions and remove merger info
  GameManager.prototype.prepareTiles = function () {
    this.grid.eachCell(function (x, y, tile) {
      if (tile) {
        tile.mergedFrom = null;
        tile.savePosition();
      }
    });
  };
  
  // Move a tile and its representation
  GameManager.prototype.moveTile = function (tile, cell) {
    this.grid.cells[tile.x][tile.y] = null;
    this.grid.cells[cell.x][cell.y] = tile;
    tile.updatePosition(cell);
  };
  
  // Move tiles on the grid in the specified direction
  GameManager.prototype.move = function (direction) {
    // 0: up, 1: right, 2: down, 3: left
    var self = this;
    if (this.isGameTerminated()) return; // Don't do anything if the game's over
    var cell, tile;
    var vector     = this.getVector(direction);
    var traversals = this.buildTraversals(vector);
    var moved      = false;
    // Save the current tile positions and remove merger information
    this.prepareTiles();
    // Traverse the grid in the right direction and move tiles
    traversals.x.forEach(function (x) {
      traversals.y.forEach(function (y) {
        cell = { x: x, y: y };
        tile = self.grid.cellContent(cell);
        if (tile) {
          var positions = self.findFarthestPosition(cell, vector);
          var next      = self.grid.cellContent(positions.next);
          // Only one merger per row traversal
          if (next && next.value === tile.value && !next.mergedFrom) {
            var merged = new Tile(positions.next, tile.value * 2);
            merged.mergedFrom = [tile, next];
  
            self.grid.insertTile(merged);
            self.grid.removeTile(tile);
  
            // Converge the two tiles' positions
            tile.updatePosition(positions.next);
  
            // Update the score
            self.score += merged.value;
  
            // The mighty 2048 tile
            if (merged.value === 2048) self.won = true;
          } else {
            self.moveTile(tile, positions.farthest);
          }
  
          if (!self.positionsEqual(cell, tile)) {
            moved = true; // The tile moved from its original cell!
          }
        }
      });
    });
    if (moved) {
      this.addRandomTile();
      if (!this.movesAvailable()) {
        this.over = true; // Game over!
      }
      this.actuate();
  }
  
  <<<<<<< HEAD
  =======
  /**************/
  /** Agregado **/
  
  this.isValid = function(x,y){
    if(x < 0 || x >3 || y <0 || y > 3)
      return false;
    return true;
  }  
  this.moveCells = function(matrix, move){
    var dx = [-1,0,1,0];
    var dy = [0,1,0,-1];
    var nx,ny;
    for(var k = 0;k<3;k++){
      for(var i = 0;i<4;i++){
        for(var j = 0; j<4; j++){
         nx = i+dx[move];
         ny = j+dy[move];
         if(self.isValid(nx,ny)){
            if(matrix[nx][ny] == 0){
             matrix[nx][ny] = matrix[i][j];
             matrix[i][j] = 0;
           }
          }
        }
      }
    }
    for(var i = 0;i<4;i++){
        for(var j = 0; j<4; j++){
          nx = i + dx[move];
          ny = j + dy[move];
          if(self.isValid(nx,ny)){
            if(matrix[i][j] == matrix[nx][ny]){
              matrix[nx][ny] *= -2;
              matrix[i][j] = 0;
            }
          }
        }
      }
      for(var k = 0;k<3;k++){
      for(var i = 0;i<4;i++){
        for(var j = 0; j<4; j++){
          if(matrix[i][j] <0)
            matrix[i][j] *= -1;
          nx = i+dx[move];
          ny = j+dy[move];
          if(self.isValid(nx,ny)){
            if(matrix[nx][ny] == 0){
             matrix[nx][ny] = matrix[i][j];
             matrix[i][j] = 0;
            }
          }
        }
      }
    }
    return matrix;
  }
   
  this.evaluateMatrix = function(matrix){
    /* Count Number of Free Spaces */
    var cc = 0;
    for(var i = 0;i<4;i++)
      for(var j = 0;j<4;j++){
        if(matrix[i][j] == 0)
          cc += 100;
        else
          cc += matrix[i][j]*matrix[i][j];
      }
   
    return cc;
  }
   
   
  this.findFreeCell = function(matrix){
    var i,j,k=0;
    do{
      i =  (Math.floor(Math.random()*100))%4;
      j =  (Math.floor(Math.random()*100))%4;
      k++;
    }while(matrix[i][j] != 0 && k != 500);
    if(matrix[i][j] != 0)
      for(i = 0;i<4;i++)
        for(j = 0;j<4;j++)
          if(matrix[i][j] == 0)
            return ({x:i, y:j});
   
    return ({x:i, y:j});
  }
   
  this.isEqualMatrix = function(m1,m2){
    for(var i = 0;i<4;i++)
      for(var j = 0;j<4;j++)
        if(m1[i][j] = m2[i][j])
          return true;
    return false;
  }
   
  this.minMax = function(matrix, move, depth){
    if(depth == 6)
      return 0;
    var rmatrix = self.moveCells(self.createCopy(matrix),move);
    var areSame = self.isEqualMatrix(rmatrix, matrix);
    var score = self.evaluateMatrix(rmatrix);
    if(areSame == true)
      return score-1;
    var maxVal=-1000,val,ret;
    var freeCell = self.findFreeCell(rmatrix);
    if(freeCell.x == 4 || freeCell.y == 4)
      console.log("YES VALUE IS 4 || " + freeCell.x + " | " + freeCell.y);
    rmatrix[freeCell.x][freeCell.y] = 2;
    for(var x = 0;x<4;x++)
    {
      val = this.minMax(self.createCopy(rmatrix), x, depth+1);
      if(val > maxVal)
        maxVal  = val;
    }
    return (score+maxVal);
  }
   
    this.getMove = function(matrix){
   
      var maxVal = 0,val,ret;
      for(var x = 0; x < 4;x++){
        val = this.minMax(self.createCopy(matrix),x,0);
        if(val > maxVal){
          maxVal = val;
          ret = x;
        }
      }
      return ret;
    }
   
    this.getMatrix = function(){
      var matrix = [];
      for (var i = 0 ; i <4 ; i++) {
        var row = [];
        for (var j = 0; j < 4; j++) {
          tile = self.grid.cellContent({x:j, y:i});
          if(tile == null)
            row.push(0);
          else
            row.push(tile["value"]);
        };
        matrix.push(row);
      };
      return matrix;
    }
   
    this.createCopy = function(matrix){
      var ret =[[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]];
      for(var i = 0; i < 4;i++)
        for(var j = 0; j < 4; j++)
          ret[i][j] = matrix[i][j].valueOf();
      return ret;
    }
   
  setTimeout(function() {
    matrix = self.getMatrix();
    var myMove = self.getMove(self.createCopy(matrix));
    var rmat = self.moveCells(self.createCopy(matrix), myMove);
    if( self.isEqualMatrix(rmat,matrix))
      myMove = (Math.floor(Math.random()*100))%4;
    self.move(myMove);
    }, 100);
  
  /**************/
  /** Fin de Agregado **/
  >>>>>>> origin/master
  
  };
  
  // Get the vector representing the chosen direction
  GameManager.prototype.getVector = function (direction) {
    // Vectors representing tile movement
    var map = {
      0: { x: 0,  y: -1 }, // Up
      1: { x: 1,  y: 0 },  // Right
      2: { x: 0,  y: 1 },  // Down
      3: { x: -1, y: 0 }   // Left
    };
  
    return map[direction];
  };
  
  // Build a list of positions to traverse in the right order
  GameManager.prototype.buildTraversals = function (vector) {
    var traversals = { x: [], y: [] };
  
    for (var pos = 0; pos < this.size; pos++) {
      traversals.x.push(pos);
      traversals.y.push(pos);
    }
  
    // Always traverse from the farthest cell in the chosen direction
    if (vector.x === 1) traversals.x = traversals.x.reverse();
    if (vector.y === 1) traversals.y = traversals.y.reverse();
  
    return traversals;
  };
  
  GameManager.prototype.findFarthestPosition = function (cell, vector) {
    var previous;
  
    // Progress towards the vector direction until an obstacle is found
    do {
      previous = cell;
      cell     = { x: previous.x + vector.x, y: previous.y + vector.y };
    } while (this.grid.withinBounds(cell) &&
             this.grid.cellAvailable(cell));
  
    return {
      farthest: previous,
      next: cell // Used to check if a merge is required
    };
  };
  
  GameManager.prototype.movesAvailable = function () {
    return this.grid.cellsAvailable() || this.tileMatchesAvailable();
  };
  
  // Check for available matches between tiles (more expensive check)
  GameManager.prototype.tileMatchesAvailable = function () {
    var self = this;
  
    var tile;
  
    for (var x = 0; x < this.size; x++) {
      for (var y = 0; y < this.size; y++) {
        tile = this.grid.cellContent({ x: x, y: y });
  
        if (tile) {
          for (var direction = 0; direction < 4; direction++) {
            var vector = self.getVector(direction);
            var cell   = { x: x + vector.x, y: y + vector.y };
  
            var other  = self.grid.cellContent(cell);
  
            if (other && other.value === tile.value) {
              return true; // These two tiles can be merged
            }
          }
        }
      }
    }
  
    return false;
  };
  
  GameManager.prototype.positionsEqual = function (first, second) {
    return first.x === second.x && first.y === second.y;
  };
  