[Coco] Jeweled game done

Roger Taylor operator at coco3.com
Thu May 8 23:45:21 EDT 2008


At 08:12 PM 5/8/2008, you wrote:

>Roger,

>

>My thought on this being a newbie here is that if

>there was a way to have each gem have a certain path

>that it had to follow in order for the board to be

>completed. Lets say your board was 10x10. you lay the

>gems out scrambled and as the player starts to get

>ride of the gems he must be careful to do it in the

>order that each jems movement data requires it to be

>moved. So say a circle from position 2,3 would have to

>be moved to 2,4 and so on in order to complete the

>board. If one gem is moved out of its pre determined

>order then the player becomes trapped and must restart

>the board and try again. I don't think this would be

>too difficult to code (there i go again thinking).


You're describing the results of the algorithm, which is already how
it works in the real game. How Bejeweled scrambles a bunch of gems
so that future collapses (but no new jewels raining down to fill the
holes) result in future set-up moves that lead to new collapses, is a
mystery to me at this time. At Time(n) the board will have so many
gems and so many possible swaps that lead to collapses. I think the
random puzzle must be built in reverse (lowest rows first) since the
last moves made must be known first.





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