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    Looking for help with array and randomness

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    • 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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