checkers try

Game development specific discussions.
bluatigro
Posts: 564
Joined: Apr 25, 2012 10:35
Location: netherlands

checkers try

Postby bluatigro » Jan 16, 2018 9:31

my pc don't eat this

Code: Select all

dim shared as integer p(14,14) , i , j
dim shared as ulong z(1000)
const as integer empty = 0
const as integer white = 1
const as integer dwhite = 16 or 1
const as integer black = 2
const as integer dblack = 16 or 2
const as integer wal = 7

sub drawbord
  for i = 3 to 12
    for j = 3 to 12
      select case p(i,j)
        case white
          circle(i*10+5,j*10+5),rgb(255,255,0),3,,,,f
        case dwhite
          circle(i*10+5,j*10+5),rgb(255,255,0),5,,,,f
        case black
          circle(i*10+5,j*10+5),rgb(0,0,255),3,,,,f
        case dblack
          circle(i*10+5,j*10+5),rgb(0,0,255),5,,,,f
        case empty
           line(i*10,j*10)-step(9,9),rgb(0,255,0),bf
        case else
      end select
    next j
  next i
end sub
function random_move( q as integer ) as ulong
  ''looks for al posible moves
  ''returns random move
  ''if no move then 0
  dim as integer ztel = 0 , e=1
  for i = 3 to 12
    for j = 3 to 12
      if p(i,j)<>wal andalso ( p(i,j)and q ) then
        if q = black then e=-1
        if p(i+e,j+e) = empty then
          z(ztel)=rgba(i,j,i+e,j+e)
          ztel+=1
        end if
        if p(i-e,j+e) = empty then
          z(ztel)=rgba(i,j,i-e,j+e)
          ztel+=1
        end if
      end if
    next j
  next i
  if ztel <> 0 then
    return z( int( rnd * ztel ) )
  end if
  return 0
end function
sub newgame
  restore
  dim as string a
  for i = 0 to 14
    read a
    for j = 1 to len( a )
    p(j,i) = val( mid( a , j , 1 ) )
    next j
  next i
end sub
  data "77777777777777"
  data "77777777777777"
  data "77272727272777"
  data "77727272727277"
  data "77272727272777"
  data "77707070707077"
  data "77070707070777"
  data "77717171717177"
  data "77171717171777"
  data "77717171717177"
  data "77777777777777"
  data "77777777777777"

screen 20 , 32
randomize timer
newgame
drawbord

sleep
SARG
Posts: 857
Joined: May 27, 2005 7:15
Location: FRANCE

Re: checkers try

Postby SARG » Jan 16, 2018 10:45

Hi,

Exchange color and radius in circle........ ;-)

And when loading data there is only 12 lines.
BasicCoder2
Posts: 3243
Joined: Jan 01, 2009 7:03

Re: checkers try

Postby BasicCoder2 » Jan 16, 2018 20:41

Just a suggestion as to another way of doing it.
I use variables such as BS (BlockSize) so you can vary the size of the squares and pieces.
Usually I use i as the columns and j as the rows.
I think you have your circle radius and colors parameters out of order in the CIRCLE statement?
Also I think you want your board to be 12x12?

Code: Select all

dim shared as integer p(1 to 12,1 to 12)
dim shared as ulong   z(1000)
const BS = 32

const as integer empty = 0
const as integer white = 1
const as integer dwhite = 16 or 1
const as integer black  = 2
const as integer dblack = 16 or 2
const as integer wal = 7

type CMOVE
  as integer x
  as integer y
end type

sub drawBord
  for j as integer = 3 to 10
    for i as integer = 3 to 10
      select case p(i,j)
        case white
          circle(i*BS+BS/2,j*BS+BS/2),3,rgb(255,255,0),,,,f
        case dwhite
          circle(i*BS+BS/2,j*BS+BS/2),5,rgb(255,255,0),,,,f
        case black
          circle(i*BS+BS/2,j*BS+BS/2),3,rgb(0,0,255),,,,f
        case dblack
          circle(i*BS+BS/2,j*BS+BS/2),5,rgb(0,0,255),,,,f
        case else
      end select
      line(i*BS,j*BS)-(i*BS+BS-1,j*BS+BS-1),rgb(0,255,0),b
    next i
  next j
end sub

sub newgame
  restore
  dim as string a
  for j as integer = 1 to 12
    read a
    for i as integer = 1 to len( a )
      p(i,j) = val( mid( a , i , 1 ) )
    next i
  next j
end sub

  data "777777777777"
  data "777777777777"
  data "772727272777"
  data "777272727277"
  data "772727272777"
  data "777070707077"
  data "770707070777"
  data "777171717177"
  data "771717171777"
  data "777171717177"
  data "777777777777"
  data "777777777777"

screen 20 , 32
randomize timer
newgame
drawbord

sleep
bluatigro
Posts: 564
Joined: Apr 25, 2012 10:35
Location: netherlands

Re: checkers try

Postby bluatigro » Jan 17, 2018 12:22

the bord is 10x10
the reson for 14x14
is that i don't have to detect the edges

error :
fbidetemp.exe stops

Code: Select all

dim shared as integer p(14,14) , i , j
dim shared as ulong z(1000)
const as integer empty = 0
const as integer white = 1
const as integer dwhite = 16 or 1
const as integer black = 2
const as integer dblack = 16 or 2
const as integer wal = 7
const as integer size = 30

sub drawbord
  for i = 3 to 12
    for j = 3 to 12
      select case p(i,j)
        case white
          circle(i*size+size/2,j*size+size/2) _
          ,size/3,rgb(255,255,0),,,,f
        case dwhite
          circle(i*size+size/2,j*size+size/2) _
          ,size/2,rgb(255,255,0),,,,f
        case black
          circle(i*size+size/2,j*size+size/2) _
          ,size/3,rgb(0,0,255),,,,f
        case dblack
          circle(i*size+size/2,j*size+size/2) _
          ,size/2,rgb(0,0,255),,,,f
        case empty
          line(i*size,j*size)-step(size,size),rgb(0,255,0),bf
        case else
      end select
    next j
  next i
end sub
function random_move( q as integer ) as ulong
  ''looks for al posible moves
  ''returns random move
  ''if no move then 0
  dim as integer ztel = 0 , e=1
  for i = 3 to 12
    for j = 3 to 12
      if p(i,j)<>wal andalso ( p(i,j)and q ) then
        if q = black then e=-1
        if p(i+e,j+e) = empty then
          z(ztel)=rgba(i,j,i+e,j+e)
          ztel+=1
        end if
        if p(i-e,j+e) = empty then
          z(ztel)=rgba(i,j,i-e,j+e)
          ztel+=1
        end if
      end if
    next j
  next i
  if ztel <> 0 then
    return z( int( rnd * ztel ) )
  end if
  return 0
end function
sub newgame
  restore
  dim as string a
  for i = 0 to 14
    read a
    for j = 1 to len( a )
    p(j-1,i) = val( mid( a , j , 1 ) )
    next j
  next i
end sub
  data "77777777777777"
  data "77777777777777"
  data "77272727272777"
  data "77727272727277"
  data "77272727272777"
  data "77727272727277"
  data "77070707070777"
  data "77707070707077"
  data "77171717171777"
  data "77717171717177"
  data "77171717171777"
  data "77717171717177"
  data "77777777777777"
  data "77777777777777"

screen 20 , 32
randomize timer
newgame
drawbord



sleep
MrSwiss
Posts: 2735
Joined: Jun 02, 2013 9:27
Location: Switzerland

Re: checkers try

Postby MrSwiss » Jan 17, 2018 13:41

Well, the Array definition, currently says different: (15 x 15)
dim shared as integer p(14,14)

Explanation (lets write it BASIC style, to show the error):
dim shared as integer p(0 to 14, 0 to 14)
declares actually a 15 x 15 elements Array, therefore, its either:

dim shared as integer p(13,13) ' NULL based, or one based (below)
dim shared as integer p(1 to 14, 1 to 14)


Btw: a Checker Board is: 8 x 8 (Standard).
8 x 8 Board (with borders), alternative drawing method (no Array!)
The code is proof of concept for a re-coloring method, using Alpha-Channel value,
but the Board drawing remains the same.
BasicCoder2
Posts: 3243
Joined: Jan 01, 2009 7:03

Re: checkers try

Postby BasicCoder2 » Jan 17, 2018 15:31

Yes I understood the use of a border for not needing to check for out of bounds.
I assumed eight squares not nine squares for a checkers board.
The pieces are drawn on top of the board so the board or at least each square has to be drawn before the piece.
You could also insert code to draw a two color board shown below in drawbord().
Personally I find using the step word confusing.
Note I think you only need 3 to 11 (9 squares?)
Also I think there is a problem with double pieces being 16 and 17? How to put that in the data strings?

Code: Select all

sub drawbord
  for i = 3 to 11
    for j = 3 to 11
      'assume a blank square
      line (i*size,j*size)-(i*size+size,j*size+size),rgb(200,100,40),bf
      select case p(i,j)
      case white
        'draw back color of square first
        line(i*size,j*size)-step(size,size),rgb(0,255,0),bf
        'then draw the piece on top
          circle(i*size+size/2,j*size+size/2) _
          ,size/3,rgb(255,255,0),,,,f
        case dwhite
          line(i*size,j*size)-step(size,size),rgb(0,255,0),bf
          circle(i*size+size/2,j*size+size/2) _
          ,size/2,rgb(255,255,0),,,,f
        case black
          line(i*size,j*size)-step(size,size),rgb(0,255,0),bf
          circle(i*size+size/2,j*size+size/2) _
          ,size/3,rgb(0,0,255),,,,f
        case dblack
          line(i*size,j*size)-step(size,size),rgb(0,255,0),bf
          circle(i*size+size/2,j*size+size/2) _
          ,size/2,rgb(0,0,255),,,,f
        case empty
          line(i*size,j*size)-step(size,size),rgb(0,255,0),bf
        case else
      end select
    next j
  next i
end sub
Last edited by BasicCoder2 on Jan 17, 2018 15:52, edited 2 times in total.
MrSwiss
Posts: 2735
Joined: Jun 02, 2013 9:27
Location: Switzerland

Re: checkers try

Postby MrSwiss » Jan 17, 2018 15:46

BasicCoder2 wrote:Personally I find using the step word confusing.
Not at all, it simply states:
the second set of coordinates, is relative (to the start coordinates) instead of absolute.

Thus, eliminating some calculations required, otherwise. (Speed, is the name of the game!)
BasicCoder2
Posts: 3243
Joined: Jan 01, 2009 7:03

Re: checkers try

Postby BasicCoder2 » Jan 17, 2018 20:41

For me I would ask: Is it fast enough? Usually I would put readability (by a novice) before speed.
Ok. STEP is "readable" once you get it and perhaps are cognisant of the hidden draw variables for position.

Code: Select all

screenres 640,480,32
pset (100,100)   'set draw coordinates at 100,100
line -(40,40)    'draw relative to 140,140
sleep

Back in 2008 I played around with checker programs. We all have our own way of coding stuff.
This is one way I drew a checker board for comparison which may give bluatigro some alternate ideas.

Code: Select all

dim shared as integer b(12,12)      'board array
const BLANK = 0
const WHITE = 1
const BLACK = 2
const WKING = 3 'white King
const BKING = 4 'black King

const MAG = 40  'magnification of game board

screen 12

'initialize board values
for j as integer = 0 to 11
  for i as integer = 0 to 11
    read b(i,j)
  next i
next j

sub DisplayBoard()
  screenlock
  cls
  dim as integer shade
  shade = 0  'shade flag
  line (0,0)-(639,479),15,bf
  for j as integer = 2 to 9
    if shade=0 then shade=1 else shade=0    'toggle shade flag
    for i as integer = 2 to 9
      if shade=0 then shade=1 else shade=0  'toggle shade flag
      if shade=0 then
        line(i*MAG,j*MAG)-(i*MAG+MAG-2,j*MAG+MAG-2),7,b    'unshaded
      else
        line(i*MAG,j*MAG)-(i*MAG+MAG-2,j*MAG+MAG-2),7,bf   'shaded square
        'draw any player pieces in square
        if b(i,j)=WHITE or b(i,j)=WKING then
          circle(i*MAG+MAG/2,j*MAG+MAG/2),MAG/4,15,,,,f 'a white piece
          circle(i*MAG+MAG/2,j*MAG+MAG/2),MAG/4,0
        end if
        if b(i,j)=BLACK or b(i,j)=BKING then
          circle(i*MAG+MAG/2,j*MAG+MAG/2),MAG/4,0,,,,f 'a black piece
          circle(i*MAG+MAG/2,j*MAG+MAG/2),MAG/4,0
        end if
        if b(i,j)=WKING then
          circle(i*MAG+MAG/2,j*MAG+MAG/2),MAG/8,1,,,,f  'a white KING
        end if
        if b(i,j)=BKING then
          circle(i*MAG+MAG/2,j*MAG+MAG/2),MAG/8,4,,,,f  'a black KING
        end if
       
      end if
    next i
  next j 
  screenunlock
end sub

do
  DisplayBoard()
  sleep 2
loop until multikey(&H01)

data 9,9,9,9,9,9,9,9,9,9,9,9
data 9,9,9,9,9,9,9,9,9,9,9,9
data 9,9,9,1,9,1,9,1,9,1,9,9
data 9,9,1,9,1,9,1,9,1,9,9,9
data 9,9,9,1,9,1,9,1,9,1,9,9
data 9,9,0,9,0,9,0,9,0,9,9,9
data 9,9,9,0,9,0,9,0,9,0,9,9
data 9,9,2,9,2,9,2,9,2,9,9,9
data 9,9,9,2,9,2,9,2,9,2,9,9
data 9,9,2,9,2,9,2,9,2,9,9,9
data 9,9,9,9,9,9,9,9,9,9,9,9
data 9,9,9,9,9,9,9,9,9,9,9,9
SARG
Posts: 857
Joined: May 27, 2005 7:15
Location: FRANCE

Re: checkers try

Postby SARG » Jan 17, 2018 20:54

BasicCoder2 wrote:Ok. STEP is "readable" once you get it and perhaps are cognisant of the hidden draw variables for position.

Code: Select all

screenres 640,480,32
pset (100,100)   'set draw coordinates at 100,100
line -(40,40)    'draw relative to 140,140
sleep


No, no, no --> draw 100,100 to 40,40. It only keeps the last position.

For testing try with

Code: Select all

screenres 640,480,32
pset (100,100)
line -(0,0)
sleep
Last edited by SARG on Jan 17, 2018 20:55, edited 1 time in total.
MrSwiss
Posts: 2735
Joined: Jun 02, 2013 9:27
Location: Switzerland

Re: checkers try

Postby MrSwiss » Jan 17, 2018 20:55

BasicCoder2 wrote:Usually I would put readability (by a novice) before speed.
Your codes (all of them) are examples, of non-readability, IMHO.
(all the clumsy calculations, in Sub/Function parameters, to be precise,
apart from the fact, that it is also: sloooooooooow)

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