<commit_before>var Board = function(args) {
  this.board = new Matrix;
  this.board.matrix = START_BOARD.map(function(row) {
    return row.split("");
  });
}
Board.prototype.getCell = function(args) {
  return this.board.matrix[args.y][args.x];
};
Board.prototype.setCell = function(args) {
  this.board.matrix[args.y][args.x] = args.value;
};
Board.prototype.find = function(value) {
  return this.board.find(value);
};
Board.prototype.predictCollision = function(coords, direction) {
  var yOffset = 0;
  var xOffset = 0;
  switch(direction) {
    case "up": yOffset -= 4.5; break;
    case "down": yOffset += 4.5; break;<commit_msg>Add Board.convertToTile to easily convert coordnates to a tile's coordinates<commit_after>var Board = function(args) {
  this.board = new Matrix;
  this.board.matrix = START_BOARD.map(function(row) {
    return row.split("");
  });
}
Board.prototype.getCell = function(args) {
  return this.board.matrix[args.y][args.x];
};
Board.prototype.setCell = function(args) {
  this.board.matrix[args.y][args.x] = args.value;
};
Board.prototype.find = function(value) {
  return this.board.find(value);
};
Board.prototype.convertToTile = function(coords) {
  return {
    x: Math.floor(coords.x / 8),
    y: Math.floor(coords.y / 8) - 3
  }
};
Board.prototype.predictCollision = function(coords, direction) {
  var yOffset = 0;
  var xOffset = 0;
  switch(direction) {
    case "up": yOffset -= 4.5; break;
    case "down": yOffset += 4.5; break;
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