Building a drag-to-merge tile game in Scratch
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GameMech_Sarah
Posted on January 23, 2024 • Intermediate
🧩 Help with creating a merge puzzle game
Hi everyone! I’m working on a merge-style puzzle game similar to 2048 or Threes, but with a twist - players can drag to create lines and merge all tiles in that line at once.
The core mechanics I want to implement:
- Drag from one tile to create a selection line
- Merge all matching tiles along the drawn line
- Apply gravity so tiles fall down after merging
- Chain reactions when new matches are created
- Score system based on merge combinations
I’m particularly struggling with the line detection and tile merging logic. Any guidance on how to approach this complex system would be amazing! 🙏
PuzzleDev_Expert
Replied 4 hours later • ⭐ Best Answer
Excellent project idea @GameMech_Sarah! Merge games with line mechanics are really engaging. Here’s a comprehensive system that will give you professional-quality merge gameplay:
🎯 Merge Game System Architecture
Here’s how the complete merge system works:
🏗️ Step 1: Grid System Setup
First, create the foundation with a grid-based tile system:
when flag clicked // Initialize game variables set [GridWidth v] to [6] set [GridHeight v] to [8] set [TileSize v] to [60] set [Score v] to [0] delete all of [Grid v] delete all of [SelectedTiles v] // Create empty grid repeat ((GridWidth) * (GridHeight)) add [0] to [Grid v] end // Spawn initial tiles repeat [15] set [RandomPos v] to (pick random [1] to (length of [Grid v])) if <(item (RandomPos) of [Grid v]) = [0]> then replace item (RandomPos) of [Grid v] with (pick random [1] to [3]) end end
🎨 Step 2: Visual Grid Display
Create a tile sprite that handles the visual representation:
// Tile sprite code when flag clicked hide set [TileID v] to [0] when I receive [update display v] if <(TileID) ≤ (length of [Grid v])> then set [TileValue v] to (item (TileID) of [Grid v]) if <(TileValue) > [0]> then show switch costume to (TileValue) // Calculate position from grid index set [GridX v] to (((TileID) - [1]) mod (GridWidth)) set [GridY v] to (round (((TileID) - [1]) / (GridWidth))) go to x: (([GridX] * [TileSize]) - [150]) y: (([GridY] * [TileSize]) - [100]) else hide end end
🖱️ Step 3: Line Drawing System
Implement the drag-to-select line mechanism:
// Main game controller when flag clicked set [Drawing v] to [0] set [LineStartX v] to [0] set [LineStartY v] to [0] forever if <mouse down?> then if <(Drawing) = [0]> then // Start drawing line set [Drawing v] to [1] set [LineStartX v] to (mouse x) set [LineStartY v] to (mouse y) delete all of [SelectedTiles v] broadcast [line start v] else // Continue drawing line broadcast [line update v] end else if <(Drawing) = [1]> then // Finish line and process merge set [Drawing v] to [0] broadcast [line end v] end end end
🔍 Step 4: Tile Selection Logic
Detect which tiles are along the drawn line:
// Custom block: find tiles in line define find tiles in line (startX) (startY) (endX) (endY) delete all of [SelectedTiles v] set [LineLength v] to (sqrt (((endX) - (startX)) * ((endX) - (startX)) + ((endY) - (startY)) * ((endY) - (startY)))) set [Steps v] to (round ((LineLength) / [10])) repeat (Steps) set [Progress v] to ((counter) / (Steps)) set [CheckX v] to ((startX) + ((Progress) * ((endX) - (startX)))) set [CheckY v] to ((startY) + ((Progress) * ((endY) - (startY)))) // Convert screen position to grid position set [GridX v] to (round (((CheckX) + [150]) / (TileSize))) set [GridY v] to (round (((CheckY) + [100]) / (TileSize))) if <<(GridX) ≥ [0]> and <(GridX) < (GridWidth)>> then if <<(GridY) ≥ [0]> and <(GridY) < (GridHeight)>> then set [GridIndex v] to (((GridY) * (GridWidth)) + (GridX) + [1]) if <not <[SelectedTiles v] contains (GridIndex)?>> then add (GridIndex) to [SelectedTiles v] end end end end
🔄 Step 5: Merge Processing
Handle the actual tile merging logic:
// Custom block: process merge define process merge if <(length of [SelectedTiles v]) < [2]> then stop [this script v] end // Check if all selected tiles have the same value set [FirstTileValue v] to (item (item [1] of [SelectedTiles v]) of [Grid v]) set [CanMerge v] to [1] set [MergeCount v] to [0] repeat (length of [SelectedTiles v]) set [TileIndex v] to (item (counter) of [SelectedTiles v]) set [TileValue v] to (item (TileIndex) of [Grid v]) if <<(TileValue) = (FirstTileValue)> and <(TileValue) > [0]>> then change [MergeCount v] by [1] else set [CanMerge v] to [0] end end if <<(CanMerge) = [1]> and <(MergeCount) ≥ [3]>> then // Perform merge set [NewValue v] to ((FirstTileValue) + [1]) set [MergeScore v] to ((MergeCount) * (FirstTileValue) * [10]) change [Score v] by (MergeScore) // Clear merged tiles repeat (length of [SelectedTiles v]) set [TileIndex v] to (item (counter) of [SelectedTiles v]) replace item (TileIndex) of [Grid v] with [0] end // Place new merged tile at first position set [FirstPos v] to (item [1] of [SelectedTiles v]) replace item (FirstPos) of [Grid v] with (NewValue) play sound [merge success v] broadcast [apply gravity v] else play sound [invalid merge v] end
⬇️ Step 6: Gravity System
Make tiles fall down after merging:
// Custom block: apply gravity define apply gravity set [ChangeMade v] to [1] repeat until <(ChangeMade) = [0]> set [ChangeMade v] to [0] repeat (GridWidth) set [Column v] to (counter) // Process each column from bottom to top repeat ((GridHeight) - [1]) set [Row v] to ((GridHeight) - (counter)) set [CurrentIndex v] to (((Row) * (GridWidth)) + (Column)) set [BelowIndex v] to ((CurrentIndex) + (GridWidth)) if <(item (CurrentIndex) of [Grid v]) > [0]> then if <(item (BelowIndex) of [Grid v]) = [0]> then // Move tile down replace item (BelowIndex) of [Grid v] with (item (CurrentIndex) of [Grid v]) replace item (CurrentIndex) of [Grid v] with [0] set [ChangeMade v] to [1] end end end end end broadcast [check for chains v]
⚡ Step 7: Chain Reaction System
Automatically detect and process new matches after gravity:
// Custom block: check for automatic chains define check for chains set [ChainFound v] to [0] // Check for horizontal matches repeat (GridHeight) set [Row v] to (counter) set [MatchCount v] to [1] set [LastValue v] to [0] repeat (GridWidth) set [Col v] to (counter) set [Index v] to (((Row) - [1]) * (GridWidth) + (Col)) set [CurrentValue v] to (item (Index) of [Grid v]) if <<(CurrentValue) = (LastValue)> and <(CurrentValue) > [0]>> then change [MatchCount v] by [1] else if <(MatchCount) ≥ [3]> then // Found a chain - mark for merging set [ChainFound v] to [1] // Process this chain... end set [MatchCount v] to [1] set [LastValue v] to (CurrentValue) end end end if <(ChainFound) = [1]> then wait [0.5] seconds broadcast [apply gravity v] end
🎮 Pro Tips for Merge Games
- Visual Feedback: Highlight selected tiles and show merge previews
- Smooth Animations: Add falling animations for gravity effects
- Progressive Difficulty: Introduce new tile types as score increases
- Special Tiles: Add power-ups like bombs or wildcards
- Combo System: Reward consecutive merges with score multipliers
This system creates a fully functional merge game with line-drawing mechanics! The key is breaking it down into manageable components and testing each part thoroughly. 🧩✨
GameMech_Sarah
Replied 2 hours later
@PuzzleDev_Expert This is incredible! 🤩 The system works perfectly!
I’ve implemented the basic version and it’s so satisfying to play. Quick question - how would I add different tile types that have special merge rules?
SpecialTiles_Dev
Replied 1 hour later
@GameMech_Sarah Great question! Here’s how to add special tile types:
// Special tile merge rules define check special merge (tileType) if <(tileType) = [bomb]> then // Bomb tiles clear surrounding area repeat [9] set [OffsetX v] to (((counter) - [1]) mod [3] - [1]) set [OffsetY v] to (round (((counter) - [1]) / [3]) - [1]) set [TargetX v] to ((GridX) + (OffsetX)) set [TargetY v] to ((GridY) + (OffsetY)) if <<(TargetX) ≥ [0]> and <(TargetX) < (GridWidth)>> then if <<(TargetY) ≥ [0]> and <(TargetY) < (GridHeight)>> then set [TargetIndex v] to (((TargetY) * (GridWidth)) + (TargetX) + [1]) replace item (TargetIndex) of [Grid v] with [0] end end end else if <(tileType) = [wildcard]> then // Wildcard can merge with any adjacent tile type // Implementation here... end end
You can create bombs, wildcards, multipliers, and more! Each special tile just needs its own merge logic. 💥
Vibelf_Community
Pinned Message • Moderator
🧩 Ready to Master Puzzle Game Development?
Fantastic discussion on merge game mechanics! For developers looking to create even more sophisticated puzzle games, our community can help you implement:
- 🎯 Advanced matching algorithms
- 🌟 Power-up and special tile systems
- 📊 Dynamic difficulty adjustment
- 🏆 Achievement and progression systems
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