func (t *Tile) Update() error {
	switch {
	case 0 < t.movingCount:
		t.movingCount--
		if t.movingCount == 0 {
			if t.current.value != t.next.value && 0 < t.next.value {
				t.poppingCount = maxPoppingCount
			}
			t.current = t.next
			t.next = TileData{}
		}
	case 0 < t.startPoppingCount:
		t.startPoppingCount--
	case 0 < t.poppingCount:
		t.poppingCount--
	}
	return nil
}
func (t *Tile) Update() error {
	switch {
	case 0 < t.movingCount:
		t.movingCount--
		if t.movingCount == 0 {
			if t.current.value != t.next.value && 0 < t.next.value {
				t.poppingCount = maxPoppingCount
			}
			t.current = t.next
			t.next = TileData{}
		}
	case 0 < t.startPoppingCount:
		t.startPoppingCount--
	case 0 < t.poppingCount:
		t.poppingCount--
	}
	return nil
}
func ( t * Tile ) Update ( ) error { switch { case 0 < t . movingCount : t . movingCount -- if t . movingCount == 0 { if t . current . value != t . next . value && 0 < t . next . value { t . poppingCount = maxPoppingCount } t . current = t . next t . next = TileData { } } case 0 < t . startPoppingCount : t . startPoppingCount -- case 0 < t . poppingCount : t . poppingCount -- } return nil }
// Update updates the tile's animation states.
Update updates the tile s animation states .