Yeah, they have. The basic block has 6 behaviors, for handling health, damage modification, chain reaction, death, recycling when offscreen and score. The elements have 2 more, for the area of effect and one for the condition to use it.
I tried removing the Damage Type Modifier, but there was no noticeable difference in the frame rate. Anyway, thanks for the input Epic, and HNF for the comment!
Luyren's Report#3
Gee, already three days! Still, I feel we can make it by the deadline.
Element blocks finished. We've decided they will be activated when part of a chain reaction. They can lead to some nice chain reactions when properly used.
Title is set up with placeholder graphics and layout. It's the same style as Dungeon Rush. I also made a music for the title and mode select screens, thought I might make another.
Full-screen bombs done. They destroy all the blocks of the bomb's color, and there's also a bomb to wipe out the screen. Also made an undestructable block. You can only hold one of each bomb type.
Treasure Blocks drop randomly one of the bombs. I still have to change the way the bomb is awarded, but it's not difficult.
Set Game Modes scrolling or not, and made the random Block generator. It creates one column of blocks at a time.
Biggest concern now is to find a solution for the performance issue in arcade mode. I tried placing directly the blocks in puzzle mode, and destroying them all recovered the frame rate. In arcade mode, clearing the scene didn't have the same result. Or I could be imagining things.