Posted June 18, 2025 by deathsythe
Holy cow that is satisfying! (when it works)
While testing and tweaking tonight I noticed two things.
A.) It is quite difficult to actually setup the chain reaction to test deliberately given the random nature of the Pachinko style of the game
B.) It wasn't working...
(The red balls absolutely should have triggered there)
So what I did was add a boolean flag for whether or not matches were being resolved (aptly named resolving_matches), and while that was active and it was checking all the basins. Rolling that logic under _update() allows me to break the matching & clearing loops outside of the drop_ball() which is doing A LOT of the heavy lifting when it comes to the logic, and also allows me to finish the animations before resolving the next checking/clearing.
See what I mean about satisfying? I suppose its over a bit too fast, but if I slow the ball dropping/gravity that should slow it down
Additionally I fixed the logic for the clone balls, (the ones that look like a bar chart in excel), so that should be the last "special ball" I needed to code.
Progress :)
To do: