Removed those lines so that on the iPad the blocks will spawn.
Implemented iComboBlockTurn for easier change.
Disabled touchedColumn because it's not used.
Changed aTouchBlocksEmptyOrNotColumn to handle current_droppable_block so that it can be used for the combo calculations later.
Changed game over checks.
Added iCalculationGridXY to help in determining the starting grid to check in the combo block function.
Starting to code comboBlockFunction
-Coding the positive checks.
-Added gridPosX and gridPosY to ChakraBlocks.h so that we can get its grid positions to calculate in the combo loop.
-Out of Range Error to be fixed.
Out of range error
Error caused by [aStartingBlocksToCheck count]
Fixed bug
-Copied Chakra 7's algorithm
-Plus Minus somewhat done. Hvnt tested though.
-Implemented -(void) combo_adjacent_blocks_minus : (ChakraBlocks*) blocksToCheck
-Completed combo block algorithm. Left is to destroy the blocks and drop them as required.
-Doing the destroying blocks part in the combo loop. Implemented that it puts back what's in the grid from the active block array and put it back into the block pool array. So the object that is used previously is put back where it came from.
BUG: Blocks destroyed but at the next turn, the objects are haywired.
Apparently if you remove child then add child it'll appear where you remove them -.-
To do: Dropping blocks down. The blocks at the bottom left is the block placer sprite.
Blocks now drop properly. Comboblock is destroyed in the destroy loop rather than at the end.