the terms user and player are used interchangeably throughout this document and no specific meaning is intended using one or the other unless the context suggests otherwise . in the following description of various implementations of the invention , reference is made to the accompanying drawings which form part thereof , and in which is shown by way of illustration various implementations in which the invention may be utilized . it is to be understood that the other implementations may be utilized , and structural and functional modifications may be made without departing form the scope of the present invention . fig6 shows a schematic picture of a computing device , containing a central processing unit 172 and random access memory 174 . the cpu 172 acts according to input given from input devices 170 such as a keyboard , mouse or touchscreen . computer buses 178 are used to communicate , both between input devices 170 and the cpu 172 , but also between different controllers within the computer device , such as a graphics controller 180 and a network controller 182 . these controllers in turn communicate with external devices , such as a display 184 for video output with which the graphics controller 180 communicates to present the game board , and the network controller 182 communicates with for instance the internet 122 , through wireless or wired connections . a user can interact with the computing device through input devices 170 such as a pointing device ( e . g . mouse ) and a keyboard . fig7 portrays an exemplary overall environment in which the present invention can be utilized . a virtual game is stored on for instance a game server 205 . the virtual game is to be played on a client device , such a computer 220 , 225 or a smartphone or other handheld device 230 . the client device can also be a kiosk , arcade gaming station , smart tv or other device with computing capabilities , input devices and a screen that can present the game to a user . the client device communicates with the game server 205 and a social network server 215 , for instance through the internet 220 or other network . it should be understood that the social network server 215 and the game server 210 do not have to be located in different places , they could be on the same server or on a plurality of servers located in different locations . people skilled in the art will understand that other devices than the exemplary ones listed can also be used without departing from the spirit and scope of the invention . the techniques described in this patent can be deployed in many different gameplay architectures . for example , a computer game can be implemented as a computer program that is stored and runs entirely locally on the processor of a pc , games console , tablet or mobile telephone or other computing device . the game can be implemented solely as a computer program that is stored and runs entirely on one of many processors in a remote server , and data streams or updates are supplied to the client device ( e . g . tablet , smartphone , etc .) to enable the client to render and display graphics and sounds ; this ‘ web services ’ approach is increasingly common . another aspect is a hybrid one , in which back - end servers handle some elements of the gameplay , and for instance a java game applet is provided to client devices and it is the locally running java applet that generates the graphics / sounds / user interaction for gameplay on the player &# 39 ; s client device . some data may be fed back to the back - end servers to enable scoring , interaction with other players and cross - platform synchronisation . generally , the techniques described in this specification are not specific to any one game architecture but can be deployed on any suitable game architecture . the game can be implemented allowing a user to interact with it in different ways depending on the capabilities of the device which the user is accessing the game with . a user can interact with the game through using a touch screen where the user can select and / or move elements on the game board with a finger or for instance with a stylus . the game can also be played with a pointing device such as a mouse or other interaction devices such as keyboard . mobile devices may have a touch screen interface where the player can interact with the game using a finger or a pointing device such as a stylus . some mobile devices have hard keys that complement the touch screen interface . such hard keys may be in the form of a button or in the form of a joystick type of interaction . over the course of players playing the game , data will be produced . this data can for instance be related to a player &# 39 ; s game performance or to game information related to a social network to which the game is connected . it is possible to gather this data , store it and make use of it for instance to improve the game . stitcheroo is a level - based action puzzle game in which players slide coloured bricks , or plushies , past each other to create line combinations of three or more . the game is played on a series of 9 × 9 game boards of plushies in 5 - 6 different colours with automatic refills along the z - axis to ensure a constantly filled game board . three or more plushies of the same colour in a line or l / t - formation will create a combo , and refills may in turn generate chain combos . any playable plushie may be swiped up , down , left or right and will pass under all other plushies in the same row or column until coming to a full stop against another plushie of the same colour , an obstacle or a wall . all passed plushies will naturally be moved one step in the opposite direction ; enabling chain reactions among other plushie constellations . all passed plushies will naturally be moved one step in the opposite direction ; enabling chain reactions among other plushie constellations . combos in stitcheroo are made by sliding plushies to create groups of three or more of the same colour . once a combo has been created , the group disappears , leaving room for new , random plushies to be refilled from above . refills can , in turn , create further combos as they land , which will lead to further refills , and so on . all passed plushies will naturally be moved one step in the opposite direction , enabling further chain reactions among other plushie constellations behind the passing plushie . slide - by combos in stitcheroo are made by sliding plushies past rows or columns of the same kind , momentarily forming a line combo . all slide - by combos are activated instantly , visualized by an animation of a wave of energy travelling from the sliding plushie to the ends of the combo line . the sliding plushie may then travel on to create further slide - by combos , regular combos or simply come to a stop against a wall or a plushie of the same colour . either way , the sliding plushie always disappears . upon disappearing , the squares left empty by the combos are refilled by random plushies as usual . golden buttons in stitcheroo are score bonuses present on the game board , carrying a set amount of points when collected . to collect a golden button , a played plushie must pass or be placed on the square carrying it . each level holds three randomly placed golden buttons , either appearing exposed from the start or hidden beneath an obstacle . to reveal a hidden golden button , the obstacle hiding it must first be removed , upon which the golden button may be collected as normal . if not collected before the end of a level , any exposed golden buttons will be transferred to the next level , while hidden ones are lost . golden buttons which are transferred between levels can never be re - hidden . obstacles in stitcheroo are either destructible or indestructible . indestructible obstacles are just another name for level boundaries , which may appear anywhere and in any shape on the game board . destructible obstacles , however , are actual objects present on the game board . visually represented as thimbles , the obstacles have two basic states ; silver and bronze . to clear an obstacle , combos need to be made adjacent to it , upon which the obstacle goes from bronze to silver before completely vanishing . by clearing obstacles , the freed up squares will automatically fill up with plushies and enable the player to pass unhindered . creating a 4 line - combo instantly causes an animation of all combined plushies to contract in a generic smoke effect . from the effect , the two end plushies slide off in opposite directions without hesitation , possibly creating chain combos . creating a 5 line - or l / t - combo instantly causes an animation of all combined plushies to contract in a generic smoke effect . from the effect , the last added plushie continues on without delay at the same time as all plushies of the same colour start to slide along in the same direction , able to create reverse combos on the way , before ultimately exploding without radius ( i . e . without involving other plushies ) against any obstacles or wall . creating a 6 t - combo instantly causes an animation of all combined plushies to contract in a generic smoke effect . from the effect , the last added plushie carries on uninterrupted in the same direction until reaching an obstacle or wall , clearing all plushies in its way . upon impact , the plushie bounces while changing columns or rows and sliding back the same way it came . this repeats until reaching the far corner of the wall in the general direction of movement , where the plushie ultimately explodes without radius . creating a 7 t - combo instantly causes an animation of all combined plushies to contract in a generic smoke effect . from the effect , a plushie of the combination &# 39 ; s colour emerges and grows rapidly on the square of the last added plushie , until reaching the size of 3 × 3 squares . finally exploding in a big cloud of dust while shaking the camera violently , the super - sized plushie then sends all plushies on the game board flying cheerily off screen . naturally , all obstacles are removed in the blast , revealing and collecting any hidden golden buttons , along with already exposed ones . fig1 - 5 show an edited version of the game board as it will be rendered to a user on the display of his computer device . the board has been reduced to a 5 × 5 grid and only partially filled for illustrative purposes . the game objects are represented by simplified shapes in this instance , and are called ‘ plushies ’. when operated by a user input device in the form of a mouse , a plushie can be moved by clicking and holding it , then dragging the plushie in any of the 4 axis parallel directions within the x - y plane of the board ( up , down , left or right ). the plushie will only slide if , by moving in the selected direction , it will make a group of at least 3 matching plushies in a combo at some point before stopping . the plushie will slide even if it is not directly involved in the combo if the movement of another plushie causes a combo , as in to make a reverse combo . a plushie will stop if it meets an obstacle , or another plushie of the same colour , or the edge of the board . if it reaches any of these having been directly involved in a slide - by combo it will explode . plushies have characteristics , such as colour and shape , which can be used to identify matches . fig1 a shows a section of a typical board , a domed plushie p 1 in tile t 15 has been chosen and dragged in the negative x direction ( to the left ) on the board . this is an allowed move as a 3 line combo will be made as a result . fig1 b shows the first move the plushie t 15 will make . the domed plushie of t 15 will move to the left , under the triangular plushie in tile t 14 . the triangular plushie in tile t 14 will move to the right , to fill the tile previously occupied by the sliding domed plushie , t 15 . this is referred to as a ‘ swap ’ or ‘ reverse swap ’. fig1 c shows the result of the first move . the next element movement is indicated with arrows . the triangular plushie , having moved to tile t 15 , has made a 3 line combo in the y direction at tiles t 10 , t 15 , and t 20 . this is a reverse combo . the domed plushie continues across the board and slides under the next cylindrical plushie at t 13 . fig1 d shows the domed plushie having moved under the cylindrical plushie to t 13 . the cylindrical plushie having taken the place the domed plushie left behind at t 14 . the 3 matched triangular plushies ( at t 10 , t 15 , and t 20 ) have now exploded denoted by a wavy line , which represents an animation which would be displayed . the domed plushie at t 13 now creates a new group of 3 in the y direction . this is a slide - by combo . the domed plushie at t 13 continues to slide to the left . arrows indicate the next element movement . fig1 e shows the board after the domed plushie has moved under the next , ‘ u ’ plushie to t 12 . the ‘ u ’ plushie has moved to tile t 13 . the two stationary domed plushies that were at t 8 and t 18 in fig1 d have exploded . the domed plushie at t 12 continues to slide . fig1 f shows the domed plushie reaching the edge of the board at t 11 . the domed plushie has moved past the cube plushie at t 11 , which has moved into the hole left behind at t 12 . the domed plushie makes another group of 3 in the y direction at t 6 , t 11 , and t 16 . the domed plushie at t 11 cannot slide any further as it has reached the board edge . fig1 g shows the board after the whole slide of the domed plushie is completed . all of the events in fig1 a - f occur without any further user input after the original click and drag of the domed plushie at t 15 in fig1 a . the final group of 3 has vanished , the central domed plushie also vanishing as it has reached the edge of the board , and thus the end of its slide . fig2 shows the refilling of the holes left in the board after the plushies forming the combos outlined by dashed lines in fig1 c , 1 d , and 1 f have exploded . holes are filled with plushies selected at random . the board is refilled along the z - axis ( from above ). here all holes are shown refilling at the same time for illustrative purposes . in the actual gameplay , holes may be filled while other combos are being made elsewhere on the board . refilling the board is postponed during the outcomes of 4 , 5 , 6 and 7 combos so as not to obscure the player &# 39 ; s vision with falling plushies . fig3 a shows another typical board arrangement . the domed plushie in t 15 is held and dragged to the left . the arrow shows the plushie &# 39 ; s entire slide . fig3 b shows the first move the domed plushie will make indicated with arrows . the domed plushie at t 15 will move to the left , under the triangular plushie at t 14 . the triangular plushie will move to the right to t 15 , to fill the tile previously occupied by the sliding domed plushie . fig3 c shows the board after the domed plushie has moved to t 14 . the next move is indicated with arrows . fig3 d shows the domed plushie at t 13 having swapped places with the cylindrical plushie now at t 14 . the domed plushie now makes a slide - by combo with the domed plushies at t 8 and t 18 . this slide - by combo is outlined using a dashed line . the arrows show the next move for the sliding domed plushie . fig3 e shows the result of the domed plushie continuing to t 12 , having swapped places with the ‘ u ’ plushie now at t 13 . the two stationary domed plushies from t 8 and t 18 involved in the slide - by combo have exploded . the sliding domed plushie now comes to a stop at t 12 . this is because it has reached a plushie of the same type ( colour / shape ). fig3 f shows the board after the sliding domed plushie has disappeared from t 12 . the plushie previously at t 12 has exploded as a result of having been directly involved in a combo . by which it is meant that at some point during the slide it formed a combo which included it and at least 2 other plushies of the same type ( colour / shape ). fig4 a shows the refilling of the holes left in the board from the slide - by combo outlined by a dashed line in fig3 d . this is done along the z - axis as shown previously in fig2 . refilling the board from the z - axis allows for minimal changes to the board between moves . this enables a player to make a new combo by sliding another plushie while holes are being refilled elsewhere on the board . fig4 b shows a group of three red plushies being made at tiles t 8 , t 9 , and t 10 as a result of the random refilling of the holes on the board . this combo disappears as part of the original move , with no extra input required from the player . fig4 c shows the board after the 3 combo of red plushies has exploded . no plushies were moving so the refilling of these 3 holes will be the only change to the board . refilling is along the z - axis . fig5 a shows the board set where the next move will create a 6 - combo . the move to create the 6 - combo is shown using arrows . a cube plushie at t 22 will switch with a ‘ u ’ plushie at t 17 . part of the board has not been filled with plushies for illustrative purposes only . fig5 b shows the 6 - combo outlined by a dashed line . the 6 - combo encompasses plushies in tiles t 7 , t 12 , t 16 , t 17 , t 18 , and t 19 . the ‘ u ’ plushie now occupies tile t 22 . fig5 c shows the board immediately after the 6 - combo is made . the 6 - combo instantly causes an animation of all combined plushies to contract in a generic smoke effect . from the effect , the last added plushie at tile t 17 carries on uninterrupted in the same direction , until reaching an obstacle or wall , clearing all plushies in its way , for example the plushie at t 2 . blasting plushies resulting from 4 and 6 combos can pass holes , move out of the grid and cross each other &# 39 ; s paths . fig5 d shows how the last added plushie at t 17 carries on sliding uninterrupted in the same direction . when reaching a wall or the board edge , the boosted plushie bounces upon impact , and continues in the opposite direction in the adjacent column or row . the boosted plushie clears all plushies in its way . cleared plushies 502 can be seen flying off in various directions having previously occupied tiles t 2 , t 3 , t 8 , t 13 , t 23 and t 4 . cleared plushies leave the board completely . this continues until the boosted plushie 504 reaches the far corner of the wall in the general direction of movement , where the plushie ultimately explodes without radius . no plushies are spawned during the booster motion , so as not to obscure the player &# 39 ; s vision with falling plushies . fig9 is a schematic diagram showing components of software used to implement the game and control the display . the game software is executed on a processor by code stored in a memory , locally at the computer device or remotely . the game comprises a game logic component 2300 which incorporates the rules , etc . of the game . an input detection component 2302 detects user inputs by the input devices 170 to detect where a user has clicked and what action a user has just taken . a rendering component 2304 is responsible for rendering each screen after a user move , and for displaying the explosions and other animations arising in the game . the rendering component is also responsible for displaying the refill in the z - axis to animate a refill as though the plushies are arriving from above the screen to refill the game board . a matrix component 2308 stored in a memory provides a matrix representation of the game board as shown schematically in fig8 . in reality the matrix component can be supplied by any suitable data structure , held in local memory or remote memory accessible by the device , and is responsible for identifying for each tile location on the board information about what is to be displayed at that tile location . this information is provided to the rendering component to control the display . in described embodiments of the present invention , the matrix 2308 is implemented as a three - dimensional grid . that is , the board is shown with two dimensions x and y , and there is a third dimension which is denoted here as dimension n ( so that it does not become confused with the third dimension in the real world which is denoted z ). the ‘ n ’ for dimension comprises four layers which are shown schematically in fig8 and denoted a buttonlayer bl , normallayer nl , explodelayer el and falllayer fl . the normallayer nl of the data structure is the layer that holds data concerning the moving plushies . so referring back to fig1 through 5 , the tile numbers t 1 , t 2 , etc ., can be considered to represent grid positions in the normallayer of the data structure . the position of a game object in the data structure is either where it is or where it is going ( the next tile location ). when it starts to move it changes position to its destination even though it is closer to its start at that point . obstacles ( such as thimbles ) are held in the grid structure in the normallayer . providing a multi - layer grid structure in the n dimension allows the display to be controlled so that the game mechanics discussed above can readily be made visible to a user in an engaging and simplified fashion . the layers act as logical layers . the provision of the layers allow simultaneous activity at one tile . for example , there could be a button hidden in the buttonlayer while a thimble is in the normallayer at the same tile position . a plushie can be moving in a tile position in the normallayer , while another tile is exploding at that tile position , in the explodelayer . note that when a plushie moves into a tile location occupied by another plushie of a different characteristic , this is detected in the normallayer . the animation of one plushie moving ‘ under ’ the adjacent plushie is effected by the rendering component . a tile can be exploding in a tile position in the explodelayer while another tile is falling towards that position in the falllayer . a plushie can be passing through a position the normallayer while another plushie is falling towards that tile position in the falllayer . to render the game board on the display of a computer device , data is extracted for each tile position from each of the four layers of the data structure and supplied to the rendering component 2304 to allow each tile position to be rendered . thus , a tile can simultaneously show a plushie moving , another one exploding and another one falling , for example . the game logic handles these are distinct events , while the rendering component can amalgamate them to display all active functions at a particular tile location . fig9 illustrates four cases of possible game piece configurations with respect to the layers of the grid . they are each separated into a case 1 - 4 . case 1 , there can be a button 602 hidden in ‘ button layer ’ while a thimble 604 is in ‘ normal layer ’. case 2 , a plushie 606 can be moving in a position in ‘ normal layer ’, while another plushie 608 is exploding in ‘ explode layer ’. case 3 , a plushie 608 can be exploding in a position in ‘ explode layer ’, while another plushie 610 is falling towards that position in ‘ fall layer ’. case 4 , a plushie 606 can be passing through a position in ‘ normal layer ’, while another plushie 610 is falling towards it in ‘ fall layer ’. note that if the thimble 604 is removed by game play , the button 602 is revealed , and the rendering component changes the graphical image on the display to change the thimble to a button at that location , although the button stays in the logical button layer . fig1 shows how these four layers are presented to the player in real game play . plushies fill the board around obstacles , in this case both bronze 702 and silver 704 thimbles . bronze thimbles are presented as sitting over silver thimbles . buttons 706 also occupy some tiles instead of plushies . two explosion clouds 708 can be seen around the recently created holes in the board due to the latest move . two bronze thimbles 710 can be seen flying out of the frame . the thimbles are thrown off the board when plushies explode next to them . fig1 shows plushies 902 falling in from the fall layer , along the z - axis , to refill the board . data for rendering the images on the display is managed in layers in the graphics component , to allow for the action associated with one plushie to be ‘ overlaid ’ on the action associated with another plushie in an image rendered to a user . the main layers of the playing area from bottom to top are : some graphics are simply set to not render when below other things . i . e . buttons below thimbles . fig1 shows the starting game board as well as the statistics band which is presented down the right hand side of the board . vital information is presented to the player along the right - hand side of the screen . at the top is presented a target score 902 to complete the level . below this is a timer 904 that counts down the total playing time remaining . each stitch around the edge of the pink circle represents a second within the current minute . below this is the number of remaining moves 906 . underneath this is the number of buttons collected 908 out of the total available to collect on the current level . fig1 illustrates a flow diagram of operation of a match detector component 2310 . the match detector component 2310 has a responsibility for performing two different kinds of match checks . a match check is performed when a plushie has changed its position in a game move , and a match is also formed to test what would happen if a plushie were to move in the direction indicated by a user . the data in normallayer of the grid is used to detect matches . the colours of plushies in the normallayer of the grid are copied into a colour grid , the corresponding colour of each plushie being copied into the corresponding tile position . when a plushie has been selected , the next position ( adjacent tile in the direction which has been chosen by the player ) is the starting position of the check . the check is performed , detecting colour matches in and around that position . after detecting user selection of a plushie s 1300 , this check s 1302 is carried out . when a player tries to make a move , the algorithm performs a match check for each position that the plushie would pass and all reversing moves of the plushies that it passes . if any match is detected , the algorithm will stop and the move will start . thus , in step s 1304 , a check is made to see whether any combination has resulted with the plushie in the next starting position . if a match has resulted , the move is permitted s 1306 . if no combination has been detected on the game board , then the position of the plushie in the next adjacent tile in the direction of the move is checked and the process repeats s 1308 . when the game performs a check for potential combos before allowing a plushie to move , there is no guarantee that an anticipated combo will occur . this is because other combos may have been completed in the meantime , and resulted in plushies exploding which would have been involved in the anticipated combo . thus , after the move has been implemented , at step s 1310 checks are made again for reverse or slide by combos on the game board . if a combo is detected step s 1312 , the appropriate animation is activated as described earlier . if no combination is detected , the plushie is slid to its end condition and no further action is taken . note that the end condition could be an edge of the game board , a hole in the game board ( created by removal of a plushie ), an obstacle ( such as a thimble ) or a game object having a matching characteristic . this may mean that a plushie cannot complete a slide it has started , due to changes in the game board while it is sliding .
a computer implemented method of controlling a display of a computer device comprising : rendering on the display a game board having selectable game objects and detecting a user input to select a game object to cause the game object to move in a direction . when a selected game object is moved to an adjacent new tile location , the game object at that tile location is swapped with the selected game object . match data for the selected game object is generated indicating whether the move results in at least three game objects of the same characteristic occupying adjacent tile locations in the game board , and , if so , the move is implemented and an animation of the move is rendered , wherein the selected game object slides in the direction up to a blocking condition which prevents further movement .