![]() So the collision detection would be something like "moving bubble is closest to slot ij, neighbors of slot ij are bubbles a,b,c, moving bubble is sufficiently close to bubble b hence moving bubble should come to rest in slot ij".Ī game like this could be probably be made with a relatively crude grid structure as the primary data structure. Perhaps being able to grab a list of neighboring bubbles in constant time for a particular "bubble slot" is useful. However the graph approach might be overkill so I'm not sure.Īnother consideration for the data structure is collision detection. I think the answer is all bubbles that were just disconnected from the graph should fall. This seems like it could help answer the question "which bubbles (if any) should fall now?" after some arbitrary bubbles are popped and corresponding nodes are removed from the graph. I've considered using an undirected, connected graph where each node is a bubble. What data structures are common for storing the bubbles? Assume this is just the basic "three or more same-color bubbles that touch pop" and all bubbles that are separated from their group fall/pop. Unlike MegaShift mode however, the board has a finite number of balls and no new balls arrive to replenish the ones the player clicks off the game board.I'm starting to make a bubble shooter game for a mobile OS. This game mode is similar to the MegaShift mode in that balls will tend to gravitate towards the right part of the game board. Shifter is one of the game styles available for Jawbreaker. As with the other modes, the game ends when the player ceases to have any moves left. Balls will always move to the right of the screen if there is space for them to do so. The major difference in this mode is the addition of a new column of balls whenever the player manages to clear an entire column of balls from the game board. MegaShift is another one of the game styles available for Jawbreaker. As with the regular standard mode, the game ends when the player runs out of adjacent like-colored balls. Whenever the player clears an entire column of balls, a new one arrives from the left side of the game board. This particular mode is similar to the standard mode, with one major difference. The other game styles are Continuous, Shifter and MegaShift.Ĭontinuous is one of the game styles available for Jawbreaker. The player has four unique game styles to choose from, including Standard, which is described above. In the standard mode of the game, the game ends when the player has no more moves left there are no more like-colored balls adjacent to each other. The more balls eliminated at once, the higher the points added to the player's score. You click on any two or more adjacent similarly-colored balls to eliminate them from the matrix, earning an appropriate number of points in the process. There are five different colors: red, blue, green, yellow and purple. The game board consists of a screen of differently-colored balls arranged in a matrix. Day/night modes for comfortable gameplay Four different gameplay modes (as in original Windows Mobile game version) Full HD graphics support (up to 1920x1980) And yes, it's completely free and has no Ads! Bubble Breaker is an exciting casual game for your Android-based device.
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