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feat: game level logic
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@ -1615,7 +1615,7 @@ To simplify finding matches first game objects tiles is transformed into vector
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\centering
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\begin{tikzpicture}[node distance=2cm]
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\useasboundingbox (-5,0) rectangle (5, -9); % Set a custom bounding box
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\node (start) [startstop] {Find matches};
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\node (start) [startstop] {Finding matches logic};
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\node (pro1) [process, below of=start] {Convert to ids vector};
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\draw [arrow] (start) -- (pro1);
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\node (pro2) [process, below of=pro1] {Convert to rows and columns ids vectors};
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@ -1635,25 +1635,10 @@ After finding matches, blocks where matches appear are set to be replaced by rep
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\paragraph{Replacing blocks}
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After setting tiles to be replaced, algorithm goes through blocks with ids equal to -1, checks if there are any blocks above, if yes it replaces the block from above with block from below, if there is no block above, it generates one randomly
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\begin{figure}[H]
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\begin{figure}[htp]
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\centering
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\begin{tikzpicture}[node distance=2cm]
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\useasboundingbox (-5,0) rectangle (5, -11); % Set a custom bounding box
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\node (start) [startstop] {Processing matches};
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\node (dec1) [decision, below of=start, yshift=-1cm] {Block id is -1?};
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\draw [arrow] (start) -- (dec1);
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\node (pro1) [process, below of=dec1] {Replace blocks};
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\node (dec2) [decision, below of=pro1, yshift=-2cm] {Blocks above?};
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\draw [arrow] (pro1) -- (dec2);
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\draw [arrow] (dec2) -- (pro1);
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\node (pro2) [process, below of=pro1] {Generate new blocks};
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\draw [arrow] (pro1) -- (pro2);
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\node (stop) [startstop, below of=pro1] {End processing};
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\draw [arrow] (pro2) -- (stop);
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\draw [arrow] (pro1) -- (stop);
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\end{tikzpicture}
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\caption{Finding matches logic}
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\label{fig:findingMatches}
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\includegraphics{images/processLogicMatches.pdf}
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\caption{Logic for processing matches}
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\end{figure}
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\subsection{Dependency Management}
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Thesis/images/processLogicMatches.pdf
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Thesis/images/processLogicMatches.pdf
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