Hi, Paul,

Can you explain what you mean by a "clear path".
For example, when I look at this example below:

> 1,2,1
> 2,0,3
> 4,4,3
>
> In this simple example, a user could clear all tiles by matching in the
> following order:
>
> 4 - 4
> 3 - 3
> 2 - 2
> 1 - 1

I don't see the "clear path" between 1 - 1. Seems like it jumps from one
square to another. So is a clear path just a straight or diagonal line
between the next number in the sequence that is unobstructed by a non-used
pair, or what?

-jonathan



On Wed, Mar 11, 2009 at 12:59 PM, Paul Steven <[email protected]>wrote:

> Thanks Anthony
>
> Perhaps I am overcomplicating things but I am under the impression I need
> to
> ensure there is a clear path between each pair as I add them.
>
> My current algorithm is as follows:
>
> Step 1. Choose a random tile position (Random Row, Random Column)
>
> Step 2. Create an array of all possible tiles that this random tile can be
> paired with. To create this array, I use a path finding function to check
> there is a clear path between the 2 tiles
>
> Step 3. Choose one of the possible tiles from the array (currently I am
> just
> choosing a random one) and update grid data to reflect the 2 paired tiles
> are not on the grid.
>
> Repeat from Step 1 again....
>
> This works fine until around 26 pairs have been placed then it gets stuck
> as
> it cannot find any more tiles that have a clear path.
>
> I have even added code to ensure that no isolated empty tiles are created
> as
> a result of creating a pairing.
>
> I have tried putting several timed break points in my code to restart the
> entire process if it fails to complete the entire grid. However it just
> doesn't seem to ever be able to generate an entire grid.
>
> Perhaps this process is really time consuming and I need to leave it for
> hours to generate a grid but I wouldn't have thought so.
>
> Any advice much appreciated!
>
> Thanks
>
> Paul
>
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Anthony
> Pace
> Sent: 11 March 2009 16:31
> To: Flash Coders List
> Subject: Re: [Flashcoders] Advice on creating random grid of pairs for a
> game
>
> Sounds like one of my old high-school projects,
>
> I see several ways of doing what you want that make sense:
>
>    * -random population always of an array 81 units long (80 if you
>      want the last to always be blank)
>          o --you could create a function that loops 41(or 40 if last
>            always blank)times tracking the positions in a temp array
>            and then returning the completed array  (if 41st loop
>            choosing unfilled position with a 0 for blank card/wild card)
>          o --there are other ways of doing this; yet, they use more
>            loops and if statements.
>    * -random population of an array 81 units long and then shuffling
>      the "deck" sort of
>          o --shuffling by swapping only positions that have not been
>            swapped (you could even isolate left and right sides to
>            simulate a card deck getting shuffled by hand)
>          o --shuffling by swapping from 1 to 81 to ensure all positions
>            get swapped
>          o --there are most definitely more ways of doing this
>    * -static population and then shuffling the "deck" same as above.
>
> As well, although I think you may not need to be told this, when you
> want to display the positions, you need to know and track which row
> level of the grid you are on and what column position you are in, in
> order to properly find the x and y values; thus, in your case testing if
> the modulus of 9 equals 0 will be handy.
>
> I hope the concepts help,
> Anthony
>
>
> Paul Steven wrote:
> > I am trying to write the code to populate a 9 by 9 grid of tiles with 40
> > pairs of matching tiles.
> >
> > I have 4 different types of tiles and I want to create a grid that has 40
> > matching pairs and 1 blank tile.
> >
> > I do not want the pairs all to be next to each other but there needs to
> be
> > at least one solution that enables a player to match each and every pair.
> To
> > match a pair there needs to be a clear path between each member of the
> pair.
> >
> > 1,2,1
> > 2,0,3
> > 4,4,3
> >
> > In this simple example, a user could clear all tiles by matching in the
> > following order:
> >
> > 4 - 4
> > 3 - 3
> > 2 - 2
> > 1 - 1
> >
> > Note that until they have matched the pair of 2's they cannot match the
> 1's
> > as there would be no clear path between them.
> >
> > All my attempts so far to create this grid is resulting in script errors
> due
> > to my code being unable to find a solution. My code basically gets about
> 60%
> > of the board created then finds it cannot any more clear paths to create
> the
> > remainder of the grid.
> >
> > I would really appreciate any help cracking this function.
> >
> > Thanks
> >
> > Paul
> >
> >
> > _______________________________________________
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> > [email protected]
> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> >
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-- 
-jonathan howe
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