Chain reactions in my match game score wrong or clear tiles twice
When tiles fall and make new rows, the order of the steps matters: clear too early and a tile in two rows is counted twice, refill in a different order and results change from run to run. Here is the exact sequence of steps with a chain bonus, so the same board always gives the same score.
Why this works
Chain reactions are only fair if the same board always gives the same result. Doing the steps in one fixed order, and finding everything before changing anything, means no tile is counted twice, nothing is missed, and a score can be repeated and checked.
When not to use it
Skip it when tiles must fall and react at the same time, as in a real-time falling-block game, or when you want surprise from random refills. There, let each tile move on its own and accept that results can differ between runs.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 57 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Chain reactions in my match game score wrong or clear tiles twice" (read_entry match-three-cascade-order-and-chain-score) 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