I'm using SpriteKit and Swift 3 to create a simple game.
I have an array of Rings/Circles:
mRings = [mRingOne, mRingTwo, mRingThree, mRingFour, mRingFive]
each object in the array has a different color, In some point in the game I want to change the color of each ring, but I have 2 condition for this to happen:
1. a ring should not have the color it had one iteration before.
2. each ring should be in a different color from the others.
for the first condition I did this:
func changeRingsColor(){
var previousColor: UIColor?
for ring in mRings {
previousColor = ring.fillColor
repeat{
ring.fillColor = hexStringToUIColor(hex: mColors[Int(arc4random_uniform(UInt32(5)))])
}while(ring.fillColor.isEqual(previousColor))
}
}
and it is working, however, I couldn't figure out a way to answer the second condition.
In Java I would probably do something like this:
for (int i=0; i<mRings.length; i++){
for( int j=1; j<mRings.length; j++){
if (ring[i].fillColor == ring[j].fillColor){
generate another color for 'j' ring.
}
}
}
but nothing I tried worked.
Hope you guys can help me, Thanks in advance!
btw, mColors is an array of 5 different colors, from there I pick the colors.
I'm going to ignore some of the implementation details and focus on the core of the question, which is:
Loop through an array
Within each loop, start a new loop at the current index to the end of the array.
Let me know if I'm misunderstanding the above. But I would do it like this:
for (index, ring) in mRings.enumerated() {
let remainingRings = mRings[index+1..<mRings.count]
for otherRing in remainingRings {
print("Now comparing \(ring) to \(otherRing)")
}
}
First, enumerated() gives you both the current ring, and the index, on each iteration of the first for loop. Then, we slice the array from the current index to the end (remainingRings), and loop through those.
It is possible to rewrite Java code in this way :
let mRings = ["mRingOne", "mRingTwo", "mRingThree", "mRingFour", "mRingFive"]
for (index, item) in mRings.enumerated() {
for item in index + 1..<mRings.count {
}
}
Something like this will work:
func changeRingsColor(){
// extract the previous colors
let colors = rings.map { $0.fillColor }
// the order in which the rings will pass color to each other
let passOrder = mRings.indices.shuffled()
for i in mRings.indices {
let previous = i == 0 ? mRings.count - 1 : i - 1
mRings[passOrder[i]].fillColor = colors[passOrder[previous]]
}
}
Using this implementation of shuffled
How does it work?
Instead of randomly choosing a color for each individual ring, I am randomly generating an order in which the rings will swap the colors (passOrder). Since every ring will pass its color to a different ring in that order, you can be sure no color will stay the same.
Related
I\ve builded a game in React.js.Its a memory game where you have to remember divs with same background.You click on the div and if all three divs have same color you pass the level, but my code guess only one instead of three divs and passes the level.Here is the code:
let all=document.querySelectorAll(".wall");
let o1=[0,25,29];
let red="crimson";
for(let f=0; f < o1.length; f++) {
if(this.state.asd==="MEMORIZE 3 RED COLORS"
&& all[o1[f]].style.background===red) {
//how to correct upper loop and condition
}
}
You says: "but my code guess only one instead"
Then, it's supposing giving a true result for the first compare.
On this all[o1[f]].style.background===red), you should try: all[o1[f]].style.background=='red'),
Another option, is use the hex code colors. See here an example.
I'm having some trouble iterating my array of booleans. The problem is that I have four positions that should activate my if condition but it only detects one. I think it's because I'm iterating through in a bad way. There is my code so you can understand my problem:
Declaration of arrays:
var columns = BooleanArray(Constants.WIDTH){ false }
var lines = BooleanArray(Constants.HEIGHT){false}
Here I'm only checking on which positions shall I enable the true state and as you can see, I'm iterating in deep into the matrix:
fun addNewIPiece(positionX:Int,positionY:Int){
val matrixPositionX = positionX/Constants.WIDTH_BLOCK
val matrixPositionY = positionY/Constants.HEIGHT_BLOCK
columns[matrixPositionX] = true
for(i in 0..4){
lines[matrixPositionY+i] = true
}
}
Here I'm iterating through both columns and lines and drawing some blocks but somewhat, I'm only getting one coincidence(check below the code):
fun drawMap(monoBlock: MonoBlock,canvas: Canvas){
for(columnsList in columns ){
for (linesList in lines){
if (columnsList and linesList) {
Log.d("CoincidenceX",columns.indexOf(columnsList).toString())
Log.d("CoincidenceY",lines.indexOf(linesList).toString()) monoBlock.draw(canvas,columns.indexOf(columnsList),lines.indexOf(linesList))
}
}
}
}
And here is the debug:
D/CoincidenceY: 87
D/CoincidenceX: 20
D/CoincidenceY: 87
D/CoincidenceX: 20
D/CoincidenceY: 87 ...........
So anyone can figure out where my mistake come from? I think its in the way that I iterate but I'm not sure.
Thanks in advance, ask if you have any question.
The data type of the variables columnsList and linesList (totally inappropriate names) is Boolean which is a primitive data type and they have values true or false. So when you use indexOf() it returns the index of the first item that matches the value of columnsList or linesList and not the index of the item you are currently iterating.
Since you are interested in the indexes, use an indexed loop :
for (i in columns.indices) {
for (j in lines.indices) {
if (columns[i] && lines[j]) {
Log.d("CoincidenceX", i.toString())
Log.d("CoincidenceY", j.toString())
}
}
}
This is my first year of vex. I am taking on the role of programmer.
I have had this idea for rapid autonomous creation, recording the driver. Instead of the usual array/debugger dump of raw streams of power levels, I had the idea of extracting functions from driver movement.
I wont go into the details, and I can code it myself, but I need some help.
There is one thing I am unable to do simply because of my lack of coding experience.
I want to create a for loop that checks every joystick button one by one.
For example:
struct button
{
bool pressed;
}
for(int i = 0; i>12; i++) //12 is number of buttons on the joystick
{
struct button button<cycle through buttons>;
}
I want there to then be:
struct button button6U;
struct button button6D;
struct button button6R;
etc.
Then, I want this:
for(int i = 0; i>12; i++) // 12 is number of buttons on the joystick
{
if(VexRT[<currentButton>])
{
button<currentButton>.pressed = true;
}
}
I have no idea how to do this, with a wildcard modifing the actual variable name I am writing to.
A couple thoughts:
A for statement would have no idea how to advance the order of joystick buttons. So something I think I might need is:
orderOfButtons
{
VexRT[6U];
VexRT[6D];
VexRT[6R];
// etc.
}
I just cant seem to figure out how to have a variable defining what VexRT[]button I am reading from.
Any help would be appreciated!
Thanks.
Sounds like you want an array:
#define NUMBER_OF_BUTTONS 12
...
struct button VexRT[NUMBER_OF_BUTTONS];
If you want to use symbolic constants to refer to specific buttons in the array, you can use an enumeration:
enum btn_id { BTN_6U, // maps to 0
BTN_6D, // maps to 1
BTN_6R, // maps to 2
...
}
Enumeration constants are represented as integers, and by default they start at 0 and increment by 1. You can initialize them to different values if you want, and multiple enumeration constants can map to the same value. I take advantage of this when I want to identify a "first" and "last" enumeration for looping, like so:
enum btn_id {
BTN_6U,
BTN_FIRST = BTN_6U, // both BTN_FIRST and BTN_6U will map to 0
BTN_6D,
BTN_6R,
...
BTN_whatever,
BTN_LAST
};
Thus, VexRT[BTN_6U] maps to VexRT[0], VexRT[BTN_6D] maps to VexRT[1], etc.
Note that this way, you don't have to loop through all the buttons just to set one:
enum btn_id currentButton = BTN_6D;
...
VexRT[currentButton].pressed = true;
If you do want to loop through the whole set, you can use
for ( enum btn_id i = BTN_FIRST; i < BTN_LAST; i++ )
{
VexRT[i].pressed = false;
}
So, what you want is to sample the user input (at some specified rate), then record it into an array, then play that back at a later time? If you have functions that drive the VEX (I'm not familiar with that), each of which are associated with an input, you can use an array of function pointers to create your output.
#define MAX_ACTION 12
#define MAX_RECORDED 200
// Declare your array of function pointers
int (*action[MAX_ACTION])(void);
// Declare your stored array of recorded actions
int recorded[MAX_RECORDED];
...
// Assign function pointers to associated functions
action[0] = go_forward;
action[1] = turn_right;
...
// Record your actions into some array
while (...)
{
// Record the action
recorded[i++] = get_action();
// Sample delay
}
...
// Playback the actions
for (i=0;i<RECORDED;i++)
{
(*action[recorded[i]])();
// delay here
}
P.S. Your for loop is backward (i<12 not i>12).
I think you are trying to access the events coming from the joystick. You can just loop through the array of values and record them. I think the channels on the joystick are simply accessed like: vexRT[x] where x is 1-12. If you just want to store the latest value from each channel you could do this:
int value[12];
for(i=0; i<12; i++)
{
value[i] = vexRT[i];
}
If you want to store all of the values so that you can map them or play them back or something then you will need a more complex data structure to store them, like a list of the value arrays.
I also have found documentation that says the values are accessed by like vexRT[Chx] where x is 1-12, so you could alternatively create a string and use it to access the joystick channels inside your loop:
string *s = (char *)malloc(5*sizeof(char)); //5 is the max length of the null terminated string
for() . . . {
sprintf(s,"Ch%d", i);
value[i] = vertRT[s];
}
I'm making a simple game in swift and xcode and I ran into this problem that I can't figure out. Because I have so many levels, the code locks up indexing and slows down the whole program. I get a color wheel spinning for a few minutes but it never crashes. Just takes several minutes everytime I type in a few characters. Strange, but xcode has always had it's bugs right?
Each Button ("button1, button2..." below) gets a single number from "level1:Array". It's like a code that fills in the button's value for the game. There are only 4 buttons, but the numbers should be able to change as they each have their own variables.
I want to generate this for every level. I should be able to generate something like "button1 = level#[0]" where # is replaced by "userLevel". Changing to a string and doing something like "button1 = ("level(userLevel)") as! Array... doesn't seem to work. Look below and use my terminology when giving examples if you can. Thanks!
Here's the example:
let level1:Array = [9,7,4,1] // current puzzle, to go directly into button vars below (button1,button2,ect)
var userLevel = 1 // current user's level
if userLevel == 1 {
print("making Level 1, setting buttons to value from array")
button1 = level1[0]
button2 = level1[1]
button3 = level1[2]
button4 = level1[3]
}
Now, since level# is repeated so often (for each level as the number progresses) I would rather just make it something like this:
//this doesn't work in swift, but what else can I do?
if userLevel > 0 {
button1 = level\(userLevel)[0]
button2 = level\(userLevel)[1]
button3 = level\(userLevel)[2]
button4 = level\(userLevel)[3]
}
Is there an easy way to do this? Thanks!
-GG
Try using a for-in loop. Create an array of the buttons, and then
var index = 0
for button in buttons {
button = level1[index]
index++
}
EDIT since you want both the user level and the level number to increase, I suggest you define the levels like this. (Make sure that the number of buttons is equal to the number of userLevels, otherwise you will have problems)
var array = [1,2,3]
let levels = [1:[1,3,8],2:[3,6,4],3:[4,2,5]]
var index = 0
if array.count == levels.count {
for number in array {
array[index] = levels[index+1]![index]//The second index can be 0 if you want
index++
}
}
//array = [1,6,5]
// You could create a second index to match the number of levels within the main user level.
In this case, assume array to be your array of buttons
EDIT 2 :)
I've made a function that will allow you to assign all the levels to your array for a specific userLevel, since I see that is what you want
let levels = [1:[1,3,8],2:[3,6,4],3:[4,2,5]]
func assignValuesToArray(levelNo:Int) -> [Int] {
var array: [Int] = []
if (levelNo > 0) && (levelNo <= levels.count) {
for (level,levelArray) in levels {
if level == levelNo {
for value in levelArray {
array.append(value)
}
}
}
return array
} else {
print("This Level number does not exist")
return []
}
}
var finalArray = assignValuesToArray(2)
print(finalArray) // Returns [3,6,4]
As you can see from this example, you will return your array of buttons from the function, and you can assign the returned array values to whatever you like.
I'm writing a game with Flash CS5/AS 3.0 that tries to simulate depth of field by drawing all the relevant Movie Clips based on their Y position in ascending order, i.e. things lower on the stage overlap things higher on the stage. A MovieClip with a Y position of 10 would therefore need to have a lower index compared to a MovieClip with a Y position of 20, so the second one gets drawn on top of the first.
I wrote a quick and dirty function just to test this. During the trace, I've noticed that the truck's index hits 0 when I go near the top of the stage, but if I go too far up it will completely disappear from the stage. Trace then starts generating this error:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/getChildIndex()
at EICT::Game/ReorganizeDisplayIndexes()
at EICT::Game/loop()
theTruck is a MovieClip of the player controlled vehicle
Enemies, Cones, Rocks are all arrays which contain MovieClips
None of them have event listeners.
private function ReorganizeDisplayIndexes(): void
{
var drawableObjects:Array = new Array();
drawableObjects.push(theTruck);
drawableObjects = drawableObjects.concat(Enemies, Rocks, Bushes);
drawableObjects.sortOn("y", Array.DESCENDING | Array.NUMERIC);
drawableObjects.reverse();
trace(collisionLayer.getChildIndex(theTruck));
for (var a:int = collisionLayer.numChildren - 1; a >= 0; a--)
{
collisionLayer.removeChildAt(a);
}
for (var i:int = 0; i < drawableObjects.length; i++)
{
collisionLayer.addChild(drawableObjects[i]);
}
}
Hint: You don't need to remove the child first. When you use addChild() on an object, it is automatically re-added to the next highest depth.
That said, you'll just need to do something like this:
drawableObjects.sortOn("y");
for each(var i:DisplayObject in drawableObjects)
{
if(i.parent)
i.parent.addChild(i);
}
Use setChildIndex instead of removing and re-adding:
for (var a:int = collisionLayer.numChildren - 1; i >= 0; i--)
{
collisionLayer.setChildIndex(drawableObjects[i], i);
}
Also, it's a bit wasteful to first order the sort in descending and then reversing the array. Sort it ascending to begin with!