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    Looking for help with array and randomness

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    • pianofire
      pianofire Fuze Team @kendog400 last edited by pianofire

      @kendog400 What you need is a routine to shuffle the pack into a random order. There are lots of ways you could do this but a simple way is to pick two cards at random and swap them over. Then call this a lot of times to mix them up. Something like this:

      // assuming pack is in array called cards
      function shufflePack()
        for i = 0 to 1000 loop
          cardIndex1 = random(52)
          cardIndex2 = random(52)
          temp = cards[cardIndex1]               // save current card at index1
          cards[cardIndex1] = cards[cardIndex2]  // set card at index1 to card at index2
          cards[cardIndex2] = temp               // set card at index2 to the one that was at index1 
        repeat
      return void
      
      1 Reply Last reply Reply Quote 1
      • K
        kendog400 F last edited by

        Thanks, but can i squzze this into the program I have above ? If I can, what line or where can I squzze this function ?
        As you can see, this program is from a sprite view program you've uploaded...I just made it so you can only see the cards...

        pianofire 1 Reply Last reply Reply Quote 0
        • pianofire
          pianofire Fuze Team @kendog400 last edited by

          @kendog400 Have you still got the original program? It will work with that. You need to store the cards in an array first to hold the pack. Then you can scroll through the array to display each card in turn.

          1 Reply Last reply Reply Quote 1
          • pianofire
            pianofire Fuze Team last edited by pianofire

            I have re-shared the program with the shuffle routine added called "Card Shuffle"

            1 Reply Last reply Reply Quote 1
            • R
              rdurbin F last edited by rdurbin

              What ill generally do for card games is have 2 arrays. Array 1 has the card #(1-52). array 2 controls if number has not been used. I default array 2 to all 1s(true). start off with a random #. say 11 is drawn. Set array2[11] to 0 and set array1[1] to 11. Now for future cards. Do the random # again. Lets say you get 15. Set array2[15] to 0 and array1[2] to 15. Now lets say 11 gets picked again. You check if array2[11]=1. Which is untrue. What i do from here is just increment the random # til it finds one that can be used. Basicially repeat this for each drawn card. Now you need to make it loop around so if the checks get to 52. It will loop around to 1. Its actually easier than it sounds. This can all be accomplished with arrays,if,while statements.

              array deck[53]//1-52
              array used[53]//1-52
              
              for z=1 to 53 loop
                   used[z]=1//makes all cards usable
              repeat
              
              for z=1 to 53 loop
                   a=int(rnd(1)*52+1)
              
                   while used[a]!=1 loop//makes sure not used
                        a+=1//increments rand num
                        if a>52 then
                             a=0
                        endif
                   repeat
              
                   used[a]=0//sets number as used
                   deck[z]=a//places card in deck
              repeat
              
              1 Reply Last reply Reply Quote 2
              • K
                kendog400 F last edited by pianofire

                I think I forgot to put this in a function :
                Take a Peek (rdurbin)

                card = createsprite ()
                deck = loadimage ("Kenneyboardgames")
                tiles = numtiles (deck)
                setspritelocation(card, 0,67)
                tile = 15 // start at 2 of clubs
                
                // here's where I should put the function....
                function deck & shuffle ()
                array deck [53]
                array used [53]
                
                for z = 1 to 53 loop
                    used [z] = 1
                repeat
                
                for z = 1 to 53 loop
                    a += (rnd (1) + 52 + 1)  
                       while used [a] !     // it is here the error msg says Fx not available
                          a += 1
                if a > 52 then 
                    a = 0
                  endif
                repeat
                
                used [a] = 0
                  deck [z]
                repeat
                
                loop
                   clear (darkGreen)
                     c = controls (0)
                     if c.y and tile > 0 then
                         tile -= 1
                    endif
                    if c.a and tile < tiles -1 then
                       tiles + = 1
                    endif
                    setspritescale (card, 3, 3)
                    setspriteframe (card,tile)
                    if tile > 67 then tile = 15
                    drawsprites ()
                update ()
                repeat
                
                1 Reply Last reply Reply Quote 0
                • R
                  rdurbin F last edited by rdurbin

                  while used [a] ! // it is here the error msg says Fx not

                  In while loop its needs to be !=1. 1 means its not used yet, 0 used

                  You should be able to also use

                  while !(used[a]) loop
                  

                  I would also place the function after main loop but call it before main loop. Best to divide individual tasks into functions. Easier to read and understand

                  1 Reply Last reply Reply Quote 0
                  • Jonboy
                    Jonboy Fuze Team last edited by

                    I think this should be:

                    while !used[a] loop

                    meaning keep looping while used[a] is equal to 0

                    Unless i've missed something, which is entirely possible!

                    Personally for legibility i would use:

                    while used[a] == false loop

                    Purely force of habit so i do get told off sometimes by the youngsters!

                    1 Reply Last reply Reply Quote 1
                    • K
                      kendog400 F last edited by pianofire

                      OK, thanks, I finally got that PGM working. But I have another question : I have here a program that displays cards, along the "X" axis, then after 13 cards it moves down the "Y" axis to start another row, but every time it displays a card, the previous card disappears, I'm trying to figure out how to make the previous card stay on the screen. I would like to get all 52 cards on the screen....I tried to setSpriteVisibility (card, true), but nothing seems to work, Heres a example of the program :

                      //..................................................................
                      card = createsprite ( )
                      deck = loadImage ("Kenneyboardgames")
                      tiles = numtiles (deck)
                      setspriteimage (card, deck)
                      x = 150
                      y = 200
                      setspritelocation (card, x, y)
                      setspriteanimation (card, 0, 64)
                      tile = 15
                      loop
                        clear (darkGreen)
                        c = controls (0)
                        if c.a and tile < tiles -1 then
                          tile += 1    
                      setspriteanimation (card, 0, 67)
                        x = x += 80                           // move along the "x" axis
                        setspritelocation (card, x, y)
                          if x > gwidth() - 180 then    // once you go 13 cards across
                            x = 70
                            y = y += 100                     // move down the "y" axis to start a new row
                              endif                               // end the 2nd if statment
                      updatesprites ( )
                      drawsprites ( )
                      update  ( )
                      endif                                       // end the 1st if statment
                      setspriteschale (card, 1.5, 1.5)
                      setspriteanimframe (card, tile)
                      
                      // at this next line I would like to end the program with the end ( ) function, instead it goes back to the beginning...
                        if tile > 67 then tile = 15 
                          endif
                        if tile == 54 then
                          tile += 1                      // skip the joker
                            endif
                      drawsprites ( )
                      update ( )
                      repeat                             // end of program....
                      //...........................................................
                      
                      // here i have an example of an end Function....It worked with other Programs, but not this one....
                      function end ( )
                        clear(lime)
                        drawtext (120, 250, 180, black, "End of Deck")
                        update()
                        sleep(3)
                      return void
                      
                      pianofire 1 Reply Last reply Reply Quote 0
                      • K
                        kendog400 F last edited by

                        Does Fuze have a Drop Shadow effect, like Photoshop ? (Just wondering)

                        1 Reply Last reply Reply Quote 0
                        • pianofire
                          pianofire Fuze Team @kendog400 last edited by pianofire

                          @kendog400 Your program only has a single sprite. When you change the animation and location of that sprite it just moves and changes that single sprite. If you are going to use sprites you need to have a sprite for each card in the pack. The easiest way to do that is to use an array of sprites. I have shared an example of this.

                          The end function will not terminate your program it will just be called every time around the game loop. Instead you need to make your game loop conditional. Something like

                          finished = false
                          while !finished loop
                            // set finished = true to end program
                          repeat
                          
                          clear(lime)
                          drawtext (120, 250, 180, black, "End of Deck")
                          update()
                          sleep(3)
                          
                          1 Reply Last reply Reply Quote 1
                          • K
                            kendog400 F last edited by

                            OK, thanks, I'LL try this to see if I could get the program to end after the deck of cards is used up...

                            1 Reply Last reply Reply Quote 0
                            • K
                              kendog400 F last edited by

                              As for a drop shadow effect, mabey i could put a rectangle under the sprite, re-set the opacity, then add a blur... (?)

                              1 Reply Last reply Reply Quote 2
                              • K
                                kendog400 F last edited by

                                I tried, but it seems I dont know exactly where to put the while loop......I tried to replace the for loop with the command while....It must be some sloppiness on my part.....could you give me a hint ?......

                                pianofire 2 Replies Last reply Reply Quote 0
                                • pianofire
                                  pianofire Fuze Team @kendog400 last edited by

                                  @kendog400 Sorry very busy at the moment. I will take a look on Wednesday

                                  1 Reply Last reply Reply Quote 2
                                  • Dave
                                    Dave Fuze Team last edited by

                                    @kendog400 My friend code is 5139-4176-1902

                                    Please add me as a Nintendo friend, share your project and I'll take a look today if I can!

                                    1 Reply Last reply Reply Quote 0
                                    • pianofire
                                      pianofire Fuze Team @kendog400 last edited by pianofire

                                      @kendog400 OK I think that it is worth you looking at the 3 main different types of loop in Fuze: https://fuzearena.com/help/view/loop

                                      1. Infinite (loop ... repeat) - this doesn't end until it is interrupted (as in your program)
                                      2. Conditional (while condition loop ... repeat) - ends when the condition is met (e.g. the game has finished)
                                      3. For (for index = start to end loop ... repeat) - ends when index > end

                                      You wouldn't normally use 1) as it can only be ended by stopping the program.
                                      You would use 2) when you want something to carry on until something happens
                                      You would use 3) when you have a fixed amount of work to do

                                      In your example you could use 3) because you have a fixed amount of work - you deal the cards and then your program finishes.

                                      In reality your program will probably want to do something else after dealing the cards so you would have loops inside loops

                                      Here is an example of a simple game loop (and possibly the worlds dullest game)

                                      finished = false
                                      
                                      while !finished loop
                                        gameScreen()
                                        endScreen()   
                                      repeat
                                      
                                      function gameScreen()
                                        c = controls(0)
                                        while !c.a loop
                                          clear()
                                          c = controls(0)
                                          printAt(0, 0, "Game Screen. Press A to exit")  
                                          update()
                                        repeat
                                      return void
                                      
                                      function endScreen()
                                        c = controls(0)
                                        while !c.x and !c.y loop
                                          clear()
                                          c = controls(0)
                                          printAt(0, 0, "End Screen. Press Y to play again and X to exit")  
                                          update()
                                        repeat
                                        finished = c.x
                                      return void
                                      
                                      QIsLegit 1 Reply Last reply Reply Quote 3
                                      • QIsLegit
                                        QIsLegit F @pianofire last edited by

                                        @pianofire
                                        Is there no way to break out of an 'infinite loop' using code?

                                        pianofire 1 Reply Last reply Reply Quote 0
                                        • pianofire
                                          pianofire Fuze Team @QIsLegit last edited by

                                          @QIsLegit OK yes there is. You can use the break command but it is not good practice https://fuzearena.com/help/view/break

                                          loop
                                            c = controls(0)
                                            if c.a then
                                              break
                                            endif
                                            update()
                                          repeat
                                          
                                          1 Reply Last reply Reply Quote 1
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