>=====================================================================
> > When the tank or an object is placed on a tunnel the gameA1,B1,C1...A2,B2,C2....P16.
> > searches the whole playfield from
> > If it finds a matching tunnel it moves you there, if that=====================================================================
> > tunnel is blocked it keeps looking.
> > SO if there are 10 tunnels with the same ID# and a block is
> > pushed into one of them, it will come out near the top left
> > of the screen.
> >
> > Jim
>
> Thank you very much Jim,tunnels
> it is clearer now.
>
> But i think It would have been preferable if movement between
> would have been according to the order of their creation.Thats true, Donald...but I dont think we can get back on this, as we
>
> But it's only a personal opinion.
>
> Donald
now have many levels created following the way tunnels interact with
each others as it is now.
Well, the logic is simple and not bad at all:
-For 3 or more tunnels>>>The exit point is the same ID-Tunnel nearest
to the top of the screen. If 2 or more same-ID tunnels are found on
the same top-height, then the exit will be at the one most to the left
of the screen.
Robert