Instead of dealing with reserved, filling, scoring, and other flags, the code in this branch performs fills and adds up scores as they propagate. When the user performs a flood or destroy, it will propagate over all the linked hexes of the same color, unless those hexes are already busy.
This means that all moves propagate across the board and interact very organically. It also makes the game mechanics more transparent to the user.
The downside is that the score can't be determined until the move completes. At the moment the score just shows up late, but with the right visual effects, this could be turned into a good thing, not a limitation.
Instead of dealing with
reserved
,filling
,scoring
, and other flags, the code in this branch performs fills and adds up scores as they propagate. When the user performs a flood or destroy, it will propagate over all the linked hexes of the same color, unless those hexes are already busy.This means that all moves propagate across the board and interact very organically. It also makes the game mechanics more transparent to the user.
The downside is that the score can't be determined until the move completes. At the moment the score just shows up late, but with the right visual effects, this could be turned into a good thing, not a limitation.