Breaking tiles away from a TileMap
BlitzMax Forums/BlitzMax Programming/Breaking tiles away from a TileMap
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Hello Blitz Community, this is my first post and I hope that my question hasn't been asked before - I searched but it turned out to be nothing that I need. Well my problem is this: I have a playfield stored in a 2D array array(x,y), the array is true if there is a tile on that space. Now I want to randomly remove tiles from the field with each move (tick). (See Illustration below) ![]() So far so good, the black blocks are broken away. Now I want to detect if there are any redunant squares that have no connecting (in the 4 directions N S W E) to the stage. I tought of flood fill algorithms but I can't get my head around how those work. Also the largest platform must survive but it is not always in the center. ![]() Redunant blocks are colored red, broken away ones black. Can anyone help me with this major headache of mine ? |
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just flag then, if a tile isnt touching a white tile then its redundant. |
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I sussed it thank you! |