;
>> then
>>
>> -1,-1,27
>> -1,01,04
>> -1,27,04
>>
>> then
>>
>> -1,-1,27
>> -1,01,04
>> 01,27,04
>>
>> then
>>
>> -1,36,27
>> -1,01,04
>> 01,27,04
>>
>> then
>>
>> -1,36,2
Hershberger
Sent: 11 March 2009 18:50
To: Flash Coders List
Subject: Re: [Flashcoders] Advice on creating random grid of pairs for a
game
Jonathan,
When you "match" a pair, you pull them off the grid. Therefore after
removing the pair of 2s, there are only empty squares in the path betw
01,04
01,27,04
then
00,36,27
36,01,04
01,27,04
-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of David
Hershberger
Sent: 11 March 2009 17:40
To: Flash Coders List
Subject: Re: [Flashcoders] Advice on creating random
36,27
36,01,04
01,27,04
-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of David
Hershberger
Sent: 11 March 2009 17:40
To: Flash Coders List
Subject: Re: [Flashcoders] Advice on creating random grid of pairs for a
] Advice on creating random grid of pairs for a
game
My first thought for your algorithm is to essentially follow the solution
path that your user might end up taking. Your user will be clearing areas
out, opening them up. Your algorithm could start with an empty grid and
fill in around a starting seed
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
> >
>
leaf.com] 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 alwa
Oh man... I just got to thinking along those lines and you beat me to
it; however, I was thinking that, in order to avoid them being placed
side by side, you could place a restriction on minimum distance and
force it to be 2 or more. Then I was thinking your could cross hatch;
however, I thin
;> hours to generate a grid but I wouldn't have thought so.
>>
>> Any advice much appreciated!
>>
>> Thanks
>>
>> Paul
>>
>>
>> -Original Message-
>> From: flashcoders-boun...@chattyfig.figleaf.com
>> [mailto:flashcoders-
ul
>
>
> -Original Message-
> From: flashcoders-boun...@chattyfig.figleaf.com
> [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Anthony
> Pace
> Sent: 11 March 2009 16:31
> To: Flash Coders List
> Subject: Re: [Flashcoders] Advice on creating ra
My first thought for your algorithm is to essentially follow the solution
path that your user might end up taking. Your user will be clearing areas
out, opening them up. Your algorithm could start with an empty grid and
fill in around a starting seed, growing the tile array outward.
1) empty gri
for
> hours to generate a grid but I wouldn't have thought so.
>
> Any advice much appreciated!
>
> Thanks
>
> Paul
>
>
> -Original Message-
> From: flashcoders-boun...@chattyfig.figleaf.com
> [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of A
lashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] 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
ubject: 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 -
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
al
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 solu
Jobe Makar's book about Flash Games Demystified has a wordsearch that
shuffles words in a grid - it will keep shuffling upto a point, then
decide that it is getting nowhere and try again. There may be some
examples of this sort of thing online - I have the book at home if not :)
Paul Steven w
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