Not even figuring out what I want the program to do ...
the logic gets more and more complex and the special cases are a nuisance.
What I have so far is tiles that can penetrate tiles with the same number, tiles that merge when a block collides while same-number-tiles are on top of each other ...
http://www.procgames.com/demos/notprocatall.html
... and the beginning of freshly merged tiles staying active.
http://www.procgames.com/demos2/notprocatall.html
The biggest problem is the approach I picked:
the current block is modified and contains only the merged tiles, while the other tiles (collided ones and numbers that are not stacked) are put into the game field and stay stationary.
The remaining block keeps moving as long as it does not collide, but that is still too strict.
The tiles should trickle down independently until all of them have collided.
I thought using the existing block collision method was a smart thing to do, because I want the player to have control over the new pseudo-block.
That would be doable, but the problem is that within a round there should be several collision tests now (will the merged tile move in the next round, or is it not alive any more?) ... which really does not quite fit ...[code=js:0]GameStateDefault.prototype.update = function(gameContext) { this.isMovingBlocked = false; this.frameAge += this.getFrameDuration(); if (this.frameAge > this.getTurnDuration()) { this.frameAge = 0; this.handleNextTurnEvent(gameContext); this.copyFieldToCanvas(); this.copyBlockToCanvas(); gameContext.clearRect(0,0,640,500); gameContext.fillStyle = "#edc22e"; gameContext.font = "bold 20px Arial"; // this.gameplayField.draw(gameContext); // this.gameplayBlock.draw(gameContext); var indexX; var indexY; for (indexY = 0; indexY < this.fieldHeight; indexY++) { for (indexX = 0; indexX < this.fieldWidth; indexX++) { this.drawTileAndMerges(this.getXOffset(), 0, indexX, indexY, this.canvasArray[indexY][indexX], this.mergeArray[indexY][indexX], gameContext); } } this.previewBlock.drawAt(this.getXOffset() + (this.gameplayField.width * this.getTilesize()) + 10, 10, gameContext); } this.frameCount++;}
...[code=js:0]GameStateDefault.prototype.checkForCollisions = function(gameContext) { // var message = "this.gameplayBlock.isRigid: " + this.gameplayBlock.isRigid; // var aliveCount = 0; var blockPosX = this.gameplayBlock.posX; var newBlockPosY = this.gameplayBlock.posY + 1; var gameplayBlockArray = this.gameplayBlock.blockArray; var indexX; var indexY; for (indexY = 0; indexY < gameplayBlockArray.length; indexY++) { var fieldIndexY = this.gameplayBlock.posY + indexY; for (indexX = 0; indexX < gameplayBlockArray.length; indexX++) { var fieldIndexX = this.gameplayBlock.posX + indexX; if (TILETYPE_NONE != gameplayBlockArray[indexY][indexX]) { if (this.fieldHeight <= (newBlockPosY + indexY)) { //if (this.gameplayBlock.isRigid) { return 1; //} else { //this.gameplayField.gameArray[fieldIndexY][fieldIndexX] = gameplayBlockArray[indexY][indexX]; //gameplayBlockArray[indexY][indexX] = TILETYPE_NONE; //} } else { if (TILETYPE_NONE != this.gameplayField.gameArray[newBlockPosY + indexY][blockPosX + indexX]) { if (gameplayBlockArray[indexY][indexX] != this.gameplayField.gameArray[newBlockPosY + indexY][fieldIndexX]) { //if (this.gameplayBlock.isRigid) { return 1; //} else { //if (this.gameplayField.gameArray[fieldIndexY][fieldIndexX] == gameplayBlockArray[indexY][indexX]) { // gameplayBlockArray[indexY][indexX] *= 2; // this.gameplayField.gameArray[fieldIndexY][fieldIndexX] = TILETYPE_NONE; // aliveCount++; //} else { // gameplayBlockArray[indexY][indexX] = TILETYPE_NONE; // this.gameplayField.gameArray[fieldIndexY][fieldIndexX] = gameplayBlockArray[indexY][indexX]; //} //} //} else { //aliveCount++; } } } } } } // showMessage(message); //if ((false == this.gameplayBlock.isRigid) && (0 == aliveCount)) { //return 1; //} return 0;}
...[code=js:0]GameStateDefault.prototype.handleMerges = function(gameContext) { var mergeCount = 0; var gameplayBlockArray = this.gameplayBlock.blockArray; // var activeTilesBlockArray = this.activeTilesBlock.blockArray; // this.activeTilesBlock.posX = this.gameplayBlock.posX; // this.activeTilesBlock.posY = this.gameplayBlock.posY; var indexX; var indexY; for (indexY = 0; indexY < gameplayBlockArray.length; indexY++) { for (indexX = 0; indexX < gameplayBlockArray.length; indexX++) { if (gameplayBlockArray[indexY][indexX] != TILETYPE_NONE) { if (gameplayBlockArray[indexY][indexX] != this.gameplayField.gameArray[this.gameplayBlock.posY + indexY][this.gameplayBlock.posX + indexX]) { this.gameplayField.gameArray[this.gameplayBlock.posY + indexY][this.gameplayBlock.posX + indexX] = gameplayBlockArray[indexY][indexX]; gameplayBlockArray[indexY][indexX] = TILETYPE_NONE; } else { this.gameplayField.gameArray[this.gameplayBlock.posY + indexY][this.gameplayBlock.posX + indexX] = TILETYPE_NONE; gameplayBlockArray[indexY][indexX] = (2 * gameplayBlockArray[indexY][indexX]); this.gameplayBlock.isRigid = false; mergeCount++; } } } } return mergeCount;}
The weekend is approaching, though ... so I am confident that I will think of something ... soon enough
Interesting, I ran into a case where pushing down caused the block to move through other blocks. I had myself a tower that sprouted up, like a T shape, and pressing down while over an edge of the T causes pieces to fall through.