B
BlazeDragon
Guest
I have basically a tetris like clone and I convert the blocks into 50x50 objects I call "obj_solid". I need to check these rows if they are all filled and delete them all...I have followed an online tutorial and it didn't help....it basically has me jumping to a position and check each one and repeating for number of rows and columns to check the whole grid....i tried with code and this is what I attempted....help please.
I have this in alarm[1] which I set to 1 at obj creation
I have this in alarm[1] which I set to 1 at obj creation
Code:
var px = 200
var py = 1000
while (py > 150) {
if (instance_position(px,py,obj_solid)) &&
(instance_position(px+50,py,obj_solid)) &&
(instance_position(px+100,py,obj_solid)) &&
(instance_position(px+150,py,obj_solid)) &&
(instance_position(px+200,py,obj_solid)) &&
(instance_position(px+250,py,obj_solid)) &&
(instance_position(px+300,py,obj_solid)) &&
(instance_position(px+350,py,obj_solid)) &&
(instance_position(px+400,py,obj_solid)) &&
(instance_position(px+450,py,obj_solid)) &&
(instance_position(px+500,py,obj_solid)) &&
(instance_position(px+550,py,obj_solid)) &&
(instance_position(px+600,py,obj_solid)) &&
(instance_position(px+650,py,obj_solid)) &&
(instance_position(px+700,py,obj_solid))
{
position_destroy(px,py);
position_destroy(px+50,py);
position_destroy(px+100,py);
position_destroy(px+150,py);
position_destroy(px+200,py);
position_destroy(px+250,py);
position_destroy(px+300,py);
position_destroy(px+350,py);
position_destroy(px+400,py);
position_destroy(px+450,py);
position_destroy(px+500,py);
position_destroy(px+550,py);
position_destroy(px+600,py);
position_destroy(px+650,py);
position_destroy(px+700,py);
}
else {
py -= 50;
}
}
alarm[1] = 1;