Perhaps it is just me but your solution and does not get all the grid
locations. All this does is get the grid locations in a direct horizontal,
vertical and 45 degree angle from the starter grid. Go out 2 or 3 levels and
you quickly find that there are grid spots missing.
Charles P.
On 6/17/07
Here is my stab at it...
function getGridRing( $r:Number, $c:Number, dist:Number, minRow:Number,
minCol:Number, maxRow:Number, maxCol:Number ):Array
{
// @ $r = start row
// @ $c = start column
// @ dist = destination ring
trace(
> I'll take it ;)
>
> thanks for everybody's help.
Just catching up on this, you might want to try looking up floodFill
algorithms - that's pretty much what you're doing.
Danny
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I'll take it ;)
thanks for everybody's help.
Jiri
Merrill, Jason wrote:
That is a nice solution, but it leaves me with the problem
that starting from one point (3,2) it only produces a set of
points of ring directly around the selected point. I am
looking for a solution to get _all_ the poi
>>That is a nice solution, but it leaves me with the problem
>>that starting from one point (3,2) it only produces a set of
>>points of ring directly around the selected point. I am
>>looking for a solution to get _all_ the points, from a
>>certain point and the move in a ring towerds the outs
Thxn Joshua and others,
I have to look into that. In the mean time I came up with the following
code. This takes in a vector and then calculates a 'ring' from that
position. With this, I can scale up the 'radius' and get recursively get
all the rings from a point from in to outer ring. My goal
The easy way to do this is like so.
So you have a square at x,y, and you want to get all
the squares n squares away.
Get squares
x+n, y
x-n, y
x+n, y+n
x-n, y+n
x+n, y-n
x-n, y-n
x, y+n
x, y-n
I suspect you want to do this for your version of that
whale-ey thing though, so what y
Please I really need help on this on, I am cracking my head over it.
Bresenham algo is also not the way to go, because it is for circle's and
to complex!
I can only get one ring, arggg
If I go one ring further then it results in many double values,
calculate allready when doing the fir
Please I really need help on this on, I am cracking my head over it.
Bresenham algo is also not the way to go, because it is for circle's and
to complex!
I can only get one ring, arggg
If I go one ring further then it results in many double values,
calculate allready when doing the fir
That is a nice solution, but it leaves me with the problem that starting
from one point (3,2) it only produces a set of points of ring directly
around the selected point. I am looking for a solution to get _all_ the
points, from a certain point and the move in a ring towerds the outside
of a g
The ring is defined by distance not by connectedness. It is used for the
following.
A big image will be split into tiles of 100x100 pixels, that are loaded
from a server. The total image made of these tiles are loaded in a
movieclip so that the image is rebuilded. The image is masked by a
100x1
This requires you to re-do your grid, but it's one way to handle it
without complex math. It seems a simple way would be to make each row of
the grid an array (the entire thing can be an array as well, but make
each row it's own array). You could do some object mix-in to ease
syntax and allow for
Hi Jiri,
There is an algorithm called Bresenham's Line Algorithm. It is used by
computers to determine which pixels to display based on a line. It is also
used by game programmers to determine the # of tiles crossed along the path
of a moving object (or in raycasting, etc). There exists a "cir
It depends how you define the rings. It is by distance or by connectedness?
Is 0,0 in the second ring with 1.0 and 0,1?
What is the purpose of knowing this?
Ron
Jiri Heitlager | dadata.org wrote:
Hello list,
I have the following grid and would like to find the neighbouring
positions of a ce
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