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Block Generator Algorithm #107
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Description
E-A-N
opened on Nov 29, 2018
Issue body actions
- Make a layout of the game stage (sort of like map)
- Use a matrix (arrays nested in an array) for this layouts base data structures
- Matrix should be 2 separately generated 4 X 14 in sequential fashion
- Decide the values the represent the different elements in the matrix
- Use a matrix (arrays nested in an array) for this layouts base data structures
- Make rules for the spacing of the obstacles
- Obstacles can only be generated above offscreen markers
- If the Element is a block, it cannot overlap with other elements
- If the obstacle is a Full Block the next 3 FULL columns cannot generate other elements
- If the obstacle is a Half Block the next 2 half columns cannot generate other elements
- If there's a Half Block, the next half block should not be generated for atleast the next 2 columns
- If the obstacle is a Quarter Block only that tile cannot generate other elements
- If the obstacle is a pickup then it does not align to the grid.
- Pickups still cannot appear in block spaces
- Wipe Matrix Cells when they go below the screen boundry
- Make rules for the coloring of the block
- The Next Block (full block) is based on the color pickups that are already on screen (below the next marker)
- Color Pickups are randomly generated
- Color Pickups should spawn every 2 to 4 tiles
- Spawned Colors should be added to an active colors list
- When a full block is spawned, it can only spawn an attainable color combo
- An attainable color combo is the potential color of spawned pickups and player colors
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