Difference between revisions of "Petal"

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<div class="thumbinner" style="float: right;">
<div style="float: right><petalboard width="7" height="3">,,,,,,;,r,g,b,y,p,;,,,,,,</petalboard>The five standard petals.</div>
 
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<petalboard width="7" height="3">,,,,,,;,r,g,b,y,p,;,,,,,,</petalboard>
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The five standard petals.</div>
   
'''Petals''' are the blocks or pieces that the player can shift around the board. Crashing these together to clear them is the whole point of this game, and this is how you earn points, shift the [[battle bar]], or send [[garbage]] to your opponent, depending on the mode.
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'''Petals''' are the blocks or pieces that the player can shift around the board. Crashing these together to clear them is the whole point of this game, and this is how you earn [[score|points]], shift the [[battle bar]], or send [[garbage]] to your opponent, depending on the mode.
   
 
When a petal is under the cursor, it can be sent in any of the four cardinal directions: up, down, left, or right. Upon colliding with a petal of the same color, the petals pop, and adjacent petals are also sent away from the popping group. This mechanic allows the player to set up [[chain|chains]]. When a petal is pushed from several directions at once (e.g. from being in the corner of an L-shaped group), then there is an algorithm that determines priority. This is laid out in the "Corner Cases" tutorial in the game.
 
When a petal is under the cursor, it can be sent in any of the four cardinal directions: up, down, left, or right. Upon colliding with a petal of the same color, the petals pop, and adjacent petals are also sent away from the popping group. This mechanic allows the player to set up [[chain|chains]]. When a petal is pushed from several directions at once (e.g. from being in the corner of an L-shaped group), then there is an algorithm that determines priority. This is laid out in the "Corner Cases" tutorial in the game.
   
Petals also spawn into the board every few turns. When the game starts, there will be some board squares marked with pending petals. After 8 turns, these petals will materialize and become usable. The player can cause this to happen early by growing.
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Petals also spawn into the board every few turns. When the game starts, there will be some board squares marked with pending petals. After 8 turns, these petals will materialize and become usable. The player can cause this to happen early by growing. Petals spawning in can be blocked by already existing petals, in which case they spawn in after the petal on top has been moved or cleared and the space is free.
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[[Category:Game mechanics]]

Latest revision as of 00:31, 28 January 2021

rgbyp
The five standard petals.

Petals are the blocks or pieces that the player can shift around the board. Crashing these together to clear them is the whole point of this game, and this is how you earn points, shift the battle bar, or send garbage to your opponent, depending on the mode.

When a petal is under the cursor, it can be sent in any of the four cardinal directions: up, down, left, or right. Upon colliding with a petal of the same color, the petals pop, and adjacent petals are also sent away from the popping group. This mechanic allows the player to set up chains. When a petal is pushed from several directions at once (e.g. from being in the corner of an L-shaped group), then there is an algorithm that determines priority. This is laid out in the "Corner Cases" tutorial in the game.

Petals also spawn into the board every few turns. When the game starts, there will be some board squares marked with pending petals. After 8 turns, these petals will materialize and become usable. The player can cause this to happen early by growing. Petals spawning in can be blocked by already existing petals, in which case they spawn in after the petal on top has been moved or cleared and the space is free.