Spielerando

After a bubble group pops, the bubbles hanging on nothing must fall too

Popping a group is easy, but the bubbles it was holding up must drop as well, and a bubble held by another route must stay. This entry shows how to decide who is still attached, on a grid where every second row sits half a step to the side.

Why this works

Whether a bubble falls depends on whether anything holds it, not on its colour. Starting from the ceiling and reaching every bubble that touches one already held leaves the rest hanging in the air, and those are the ones that drop.

When not to use it

If your bubbles stick to walls, float upwards or hang from the sides as well as the ceiling, the ceiling is not the only anchor. Add each place where bubbles can attach to the list of starting points, and the rest still works.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 57 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "After a bubble group pops, the bubbles hanging on nothing must fall too" (read_entry bubble-shooter-drop-floating-clusters) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP