RE: [Flashcoders] puzzle: how to verify piece-fitting?

2006-03-14 Thread Mike Mountain
I suspect you could use bitmap data to achieve something along these
lines - if each piece has a special pixel - you can use that pixel to
check against a master bitmap to see if it's in the right place,
combined with snapping it should make it quite easy. - if you know it's
in the right place and one of it's neighbours has also been placed then
you can make this a 'combined piece'.

Something along those lines anyhow.

M

> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of lars
> Sent: 10 March 2006 23:43
> To: Flashcoders mailing list
> Subject: Re: [Flashcoders] puzzle: how to verify piece-fitting?
> 
> yeah, kind of. one thing makes it easy that is that all 
> pieces can only be placed in a pre-defined area (a shape 
> showing the outline of the puzzle), but i'm still looking for 
> some kind of algorythm that makes the already fitted pieces 
> drag/drop together... like having a,b,c mixed up, all single 
> drag/drop-able, but when c fits to a they both "join" and get 
> drag/drop- able as one "piece". that's the problem i now 
> have. any solutions welcome.
> thanks: lars
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Re: [Flashcoders] puzzle: how to verify piece-fitting?

2006-03-10 Thread lars
yeah, kind of. one thing makes it easy that is that all pieces can only
be placed in a pre-defined area (a shape showing the outline of the puzzle),
but i'm still looking for some kind of algorythm that makes the already
fitted pieces drag/drop together... like having a,b,c mixed up, all single
drag/drop-able, but when c fits to a they both "join" and get drag/drop-
able as one "piece". that's the problem i now have. any solutions welcome.
thanks: lars


Am 10.03.2006 20:23 Uhr schrieb "Fitzpatrick, Kevin" unter
<[EMAIL PROTECTED]>:

> I can't off the top of my head think of any visual ways of doing it, but
> you can check the relationship of the pieces to each other.  For
> instance if piece A can only fit to the left of B and the bottom of C
> (it's the lower left hand corner) then you could check those two
> distance relationships and the rotation of each.
> 
> You'd have to store all of the "right" relationships somewhere, such as
> in the piece instances.
> 
> Is this the kind of solution you're looking for?
> 
> 
> Kevin Fitzpatrick
> Flash Designer,
> SAP.com Web Services Team - SAP Global Marketing
> SAP Global Solutions Center
> 3999 West Chester Pike
> Newtown Square, PA 19073
> C (267) 254-6225
> E [EMAIL PROTECTED]
> 
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of lars
> Sent: Friday, March 10, 2006 8:04 AM
> To: Flashcoders mailing list
> Subject: [Flashcoders] puzzle: how to verify piece-fitting?
> 
> hi all. i'm looking for some example on puzzle games which "detect"
> (show the user) that the pieces are arranged correct. those i know
> are "simple" drag and drop together ones with do not detect that the
> pieces are arranged correct and fit. any examples or ideas on how
> to "detect" that (when having different puzzle piece forms)? thanks:
> lars
> 
> 
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RE: [Flashcoders] puzzle: how to verify piece-fitting?

2006-03-10 Thread Fitzpatrick, Kevin
I can't off the top of my head think of any visual ways of doing it, but
you can check the relationship of the pieces to each other.  For
instance if piece A can only fit to the left of B and the bottom of C
(it's the lower left hand corner) then you could check those two
distance relationships and the rotation of each.  

You'd have to store all of the "right" relationships somewhere, such as
in the piece instances.

Is this the kind of solution you're looking for? 


Kevin Fitzpatrick
Flash Designer,
SAP.com Web Services Team - SAP Global Marketing 
SAP Global Solutions Center
3999 West Chester Pike
Newtown Square, PA 19073
C (267) 254-6225
E [EMAIL PROTECTED]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of lars
Sent: Friday, March 10, 2006 8:04 AM
To: Flashcoders mailing list
Subject: [Flashcoders] puzzle: how to verify piece-fitting?

hi all. i'm looking for some example on puzzle games which "detect"
(show the user) that the pieces are arranged correct. those i know
are "simple" drag and drop together ones with do not detect that the
pieces are arranged correct and fit. any examples or ideas on how
to "detect" that (when having different puzzle piece forms)? thanks:
lars


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Re: [Flashcoders] puzzle: how to verify piece-fitting?

2006-03-10 Thread Danny Kodicek



sounds not that hard, nevertheless any examples would be great


A very nice Shocwave 3d example I've always liked is here: 
http://www.madfishstudios.com/puzzle/libraryTest1.htm


Danny 


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Re: [Flashcoders] puzzle: how to verify piece-fitting?

2006-03-10 Thread lars
sounds not that hard, nevertheless any examples would be great


Am 10.03.2006 14:18 Uhr schrieb "Danny Kodicek" unter
<[EMAIL PROTECTED]>:

> 
>> hi all. i'm looking for some example on puzzle games which "detect"
>> (show the user) that the pieces are arranged correct. those i know
>> are "simple" drag and drop together ones with do not detect that the
>> pieces are arranged correct and fit. any examples or ideas on how
>> to "detect" that (when having different puzzle piece forms)? thanks:
>> lars
> 
> There are various levels of this. One (generally for the simplest puzzles
> for small children) locks the pieces to their exact space on the board.
> That's pretty easy to do: assuming you know where each piece belongs, when
> the mouse is released you simply calculate its distance from the target
> position and lock if it's below a certain threshold.
> 
> The next level is where you link pieces to each other rather than to the
> board. Actually, this isn't much harder to do: you store the pieces' correct
> x and y positions, then when a piece is dropped, you look for the relative
> positions of its neighbours, and check how close they are to correct (eg:
> you know that the right-neighbour must be at a relative position of (w,0),
> so if it's currently at (w+1,2) you decide that's close enough and lock it
> in place.
> 
> The next level, for an irregular grid, is to store for each piece a list of
> the neighbours it can link to, and continue as the previous example.
> 
> Finally, you can allow rotation of pieces. This is exactly the same as
> before, but you also have to check that the pieces are at the correct
> relative orientation (in particular, it affects the calculation of the
> 'relative position' of the neighbour pieces.
> 
> Clear? I can give you some code, but an explanation is generally more
> useful...
> 
> Danny 
> 
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Re: [Flashcoders] puzzle: how to verify piece-fitting?

2006-03-10 Thread Danny Kodicek



hi all. i'm looking for some example on puzzle games which "detect"
(show the user) that the pieces are arranged correct. those i know
are "simple" drag and drop together ones with do not detect that the
pieces are arranged correct and fit. any examples or ideas on how
to "detect" that (when having different puzzle piece forms)? thanks:
lars


There are various levels of this. One (generally for the simplest puzzles 
for small children) locks the pieces to their exact space on the board. 
That's pretty easy to do: assuming you know where each piece belongs, when 
the mouse is released you simply calculate its distance from the target 
position and lock if it's below a certain threshold.


The next level is where you link pieces to each other rather than to the 
board. Actually, this isn't much harder to do: you store the pieces' correct 
x and y positions, then when a piece is dropped, you look for the relative 
positions of its neighbours, and check how close they are to correct (eg: 
you know that the right-neighbour must be at a relative position of (w,0), 
so if it's currently at (w+1,2) you decide that's close enough and lock it 
in place.


The next level, for an irregular grid, is to store for each piece a list of 
the neighbours it can link to, and continue as the previous example.


Finally, you can allow rotation of pieces. This is exactly the same as 
before, but you also have to check that the pieces are at the correct 
relative orientation (in particular, it affects the calculation of the 
'relative position' of the neighbour pieces.


Clear? I can give you some code, but an explanation is generally more 
useful...


Danny 


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