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Thread: Block Game problem - Cannot correct code

  1. #1
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    AftPeakTank's Avatar
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    Question Block Game problem - Cannot correct code

    First of all this is a test so it is not supposed to do something that makes sense!

    I am trying to use a fake physics algorithm to have blocks drop down and be able to click and destroy any of these blocks when they are stacked up.

    After that, normally all blocks over will fall too.

    For various reasons (buggy code) i ended up with an extra "Idle" block that will stack up at the bottom.

    When the user left clicks this block must be destroyed, the rest of the blocks must be replaced by the block that falls, and then i would enable their movement so if it is need they fall.

    I made a code that in my op, should have worked but it doesn't and i can't figure why.

    This is the mfa, could you please help?

    test_blockgame.mfa

    -Left click in the center Box to create block
    -Right click to apply gravity

    Thank you all!

    ---- Oh!

    another strange problem i had is that if i delete the diamond block, situated outside play area, I cannot seem to be able to create blocks anymore!

  2. #2
    Clicker Fusion 2.5Android Export Module
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    Hmmm...Noone seems to reply...Maybe i need to be more clear? Do you need a better description of the problem or more information? I would appreciate some help

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    Didn't really take a good look, but i don't think the "collision between" condition work on loops. Generally all triggered events (marked by a different color) has to be the first condition on an event.
    You should use "overlapping" instead.

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    I think triggered events can "legitimately" be placed as second or further condition,
    but they will become non-immediate (and red ) so will act as regular "black" events ...sometimes this trick even comes handy!
    But in this situation indeed I agree better using an overlapping condition.

    I think I didn't understand clearly what you're up to AftPeakTank,
    maybe others too, try explaining again what you want your blocks to do:

    1) click to create in middle zone - OK
    2) rightclick to make them fall - OK

    then:
    3) click to destroy one (or more? a row?) of blocks,
    and then reapply gravity?
    Or?

  5. #5
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    Thank you all for taking a look...

    For the moment, it is a test code and i just wanted to test a behaviour like:

    1. click on block -> destroy this block
    2. create "falling blocks" in the position of "idle blocks" and destroy all of the idle ones
    3. apply gravity to the "falling blocks"

    In fact i wouldn't care about having multiple types of blocks (idle, falling), but i couldn't be able to produce working code when i was using only the falling blocks.

    I will try your proposal and let you know what happened!

  6. #6
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    Ahh ok,
    I think there was an issue was with object selection,
    when you fire a fastloop (move down) you "lose" the reference to the object you were picking
    so you have to take note of that in order to reference it again

    I think having two different block types would make things more complicated though
    see this tweaked example with just one block type,
    instance selection for gravity,
    and a slightly modified collision test code:

    test_blockgame-1.mfa

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    Wow, this code is so much different from my way of thinking...This is exactly what i wanted. Thank you very much schrodinger!

    For the record, i noticed the object selection issue too and fixed it, but the code wasn't working, still...

    I must have been doing somehting really wrong hehehe.

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