A simpler way to ask would be if 1,2,2,1 is also a clear path (provided
2 has been removed).

On Wed, Mar 11, 2009 at 1:43 PM, jonathan howe <[email protected]>wrote:

> 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
>> >
>> >
>> > _______________________________________________
>> > Flashcoders mailing list
>> > [email protected]
>> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>> >
>> >
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>
>
>
> --
> -jonathan howe
>



-- 
-jonathan howe
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