No, that didn't help anything, lucas. Hmm... Maybe it's shared combos? ...No, that wouldn't make sense for the victory screen. Hmm.. Oh well.
Another problem now.
Code:
void DestroyWall(int X, int Y, int time, int Bomb)
{
int Items[8] = {0,0,0,0,0,0,123,123};
int randomnumber;
bool Stop1 = false;
bool Stop2 = false;
bool Stop3 = false;
bool Stop4 = false;
for(int i=0; i<=Game->Counter[5]; i++)
{
if((Screen->ComboS[ComboAt(X, Y-((i*16)+16))] == 0 && !Stop1))
{
if(Screen->ComboI[ComboAt(X, Y-(i*16))] == 6)
{
Screen->ComboD[ComboAt(X, Y-(i*16))] += 1;
randomnumber = Floor(Rand(9));
if(Items[randomnumber] != 0)
{
Screen->CreateItem(Items[randomnumber]);
int numitms = Screen->NumItems();
item RndmItm = Screen->LoadItem(numitms);
RndmItm->X = X;
RndmItm->Y = Y - (i*16);
}
}
}
else
{
Stop1 = true;
}
if(Screen->ComboS[ComboAt(X, Y+((i*16)-16))] == 0 && !Stop2)
{
if(Screen->ComboI[ComboAt(X, Y+(i*16))] == 6)
{
Screen->ComboD[ComboAt(X, Y+(i*16))] += 1;
randomnumber = Floor(Rand(9));
if(Items[randomnumber] != 0)
{
Screen->CreateItem(Items[randomnumber]);
int numitms = Screen->NumItems();
item RndmItm = Screen->LoadItem(numitms);
RndmItm->X = X;
RndmItm->Y = Y + (i*16);
}
}
}
else
{
Stop2 = true;
}
if(Screen->ComboS[ComboAt(X-((i*16)+16), Y)] == 0 && !Stop3)
{
if(Screen->ComboI[ComboAt(X-(i*16), Y)] == 6)
{
Screen->ComboD[ComboAt(X-(i*16), Y)] += 1;
randomnumber = Floor(Rand(9));
if(Items[randomnumber] != 0)
{
Screen->CreateItem(Items[randomnumber]);
int numitms = Screen->NumItems();
item RndmItm = Screen->LoadItem(numitms);
RndmItm->X = X - (i*16);
RndmItm->Y = Y;
}
}
}
else
{
Stop3 = true;
}
if(Screen->ComboS[ComboAt(X+((i*16)-16), Y)] == 0 && !Stop4)
{
if(Screen->ComboI[ComboAt(X+(i*16), Y)] == 6)
{
Screen->ComboD[ComboAt(X+(i*16), Y)] += 1;
randomnumber = Floor(Rand(9));
if(Items[randomnumber] != 0)
{
Screen->CreateItem(Items[randomnumber]);
int numitms = Screen->NumItems();
item RndmItm = Screen->LoadItem(numitms);
RndmItm->X = X + (i*16);
RndmItm->Y = Y;
}
}
}
else
{
Stop4 = true;
}
}
}
I run this when my Bomb explodes so I can keep it seperate from the rest of the code, and thus, it looks just a wee bit neater. ...not much, though. Anyways, I have a problem with this stuff. If a block next to the Bomb is solid, and it's set to be Bombable, the wall is changed to the next combo, which removes it, as it's a cycling combo. Minor problem! For some reason, you cannot blow up walls below you unless the explosion is also blocked on the left and right, or maybe just left. Likewise, you cannot blow up a wall on your right unless the explosion is blocked on the BOTTOM! So, you cannot blow up more than one wall at a time, no matter how many walls your explosions are hitting. And I don't even know why the heck this is! Everything looks perfectly fine, right?! D: