Difference between revisions of "Sliding Puzzle (CMS)"
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1. Add the [[#Main_Script|main script]] to the Visionaire Studio Script Editor & set the script as a definition script.<br/> | 1. Add the [[#Main_Script|main script]] to the Visionaire Studio Script Editor & set the script as a definition script.<br/> | ||
2a. First thing you should do is update the t[1] to t[9] tables with the correct x, y positions for where each tile should be placed (top left pixel). | 2a. First thing you should do is update the t[1] to t[9] tables with the correct x, y positions for where each tile should be placed (top left pixel). | ||
− | <syntaxhighlight> | + | <syntaxhighlight lang="lua"> |
t[1] = { .. x = 288, y = 221 | t[1] = { .. x = 288, y = 221 | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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{| style="width:100%;" | {| style="width:100%;" | ||
|- | |- | ||
− | | <syntaxhighlight style="height:200px;"> | + | | <syntaxhighlight style="height:200px;" lang="lua"> |
t[1] = { .. move = {2,4} -- grid position 1 | t[1] = { .. move = {2,4} -- grid position 1 | ||
t[2] = { .. move = {1,3,5} } -- grid position 2 | t[2] = { .. move = {1,3,5} } -- grid position 2 | ||
Line 31: | Line 31: | ||
|} | |} | ||
3. Next you need to edit the animation names inside of the '''n''' table. ''All names should be the same but with a prefix number on the end. Any changes you make here will have to be changed inside of the '''puzzleState''' function.'' | 3. Next you need to edit the animation names inside of the '''n''' table. ''All names should be the same but with a prefix number on the end. Any changes you make here will have to be changed inside of the '''puzzleState''' function.'' | ||
− | <syntaxhighlight> | + | <syntaxhighlight lang="lua"> |
n = { "anim_p1", "anim_p2", "anim_p3", "anim_p4", "anim_p5", "anim_p6", "anim_p7", "anim_p8" } | n = { "anim_p1", "anim_p2", "anim_p3", "anim_p4", "anim_p5", "anim_p6", "anim_p7", "anim_p8" } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
4. Create a condition called '''puzzle_solved''', this will be used to determine if puzzle has been solved & whether or not you can move the tiles.<br/> | 4. Create a condition called '''puzzle_solved''', this will be used to determine if puzzle has been solved & whether or not you can move the tiles.<br/> | ||
5. To check if a tile slot is empty or whether tile can be moved you should create an ''execute a script action'' inside of a ''left click (immediate)'' action containing... | 5. To check if a tile slot is empty or whether tile can be moved you should create an ''execute a script action'' inside of a ''left click (immediate)'' action containing... | ||
− | <syntaxhighlight> | + | <syntaxhighlight lang="lua"> |
canMove(i) -- replace i with the tile slot number. | canMove(i) -- replace i with the tile slot number. | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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== Main Script == | == Main Script == | ||
− | <syntaxhighlight> | + | <syntaxhighlight lang="lua"> |
--[[ | --[[ | ||
Sliding Puzzle (3x3) [v3] (14/11/2014) | Sliding Puzzle (3x3) [v3] (14/11/2014) |
Revision as of 19:25, 28 April 2022
Name | Type | By |
---|---|---|
Sliding Puzzle (3x3) | Definition | AFRLme |
This script is used to generate & control a randomized sliding puzzle consisting of a 3x3 grid. Visionaire Studio 4.1+ is required to run this script.
Instructions
1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2a. First thing you should do is update the t[1] to t[9] tables with the correct x, y positions for where each tile should be placed (top left pixel).
t[1] = { .. x = 288, y = 221
2b. Next you should define where each tile is allowed to slide to in the move section of each of the tables. See the diagram below for an explanation of how I determined which tiles can move where.
t[1] = { .. move = {2,4} -- grid position 1
t[2] = { .. move = {1,3,5} } -- grid position 2
t[3] = { .. move = {2,6} } -- grid position 3
t[4] = { .. move = {1,5,7} } -- grid position 4
t[5] = { .. move = {2,4,6,8} } -- grid position 5
t[6] = { .. move = {3,5,9} } -- grid position 6
t[7] = { .. move = {4,8} } -- grid position 7
t[8] = { .. move = {5,7,9} } -- grid position 8
t[9] = { .. move = {6,8} } -- grid position 9
|
3. Next you need to edit the animation names inside of the n table. All names should be the same but with a prefix number on the end. Any changes you make here will have to be changed inside of the puzzleState function.
n = { "anim_p1", "anim_p2", "anim_p3", "anim_p4", "anim_p5", "anim_p6", "anim_p7", "anim_p8" }
4. Create a condition called puzzle_solved, this will be used to determine if puzzle has been solved & whether or not you can move the tiles.
5. To check if a tile slot is empty or whether tile can be moved you should create an execute a script action inside of a left click (immediate) action containing...
canMove(i) -- replace i with the tile slot number.
6. Finally you should create a called by other action inside of the scene actions of the scene where the puzzle is located. Name it act_puzzle_solved & inside of this action add the actions that should be triggered when the puzzle is solved.
Main Script
--[[
Sliding Puzzle (3x3) [v3] (14/11/2014)
Written by AFRLme [Lee Clarke]
-- + --
alternatingfrequencies@hotmail.com | skype @ AFRLme
-- + --
This script is donation optional. In game credit is non-negotiable.
You are free to: ¹ use it in your game(s). ² modify the script.
Do not remove - or edit - this comment block.
--]]
-- * tables * --
local n, t = {}, {} -- empty tables (see below)
-- * function for randomly generating tile positions * --
function initPuzzle(c)
-- + initialize the grid properties + --
t[1] = { x = 288, y = 221, name = nil, move = {2,4} }
t[2] = { x = 438, y = 221, name = nil, move = {1,3,5} }
t[3] = { x = 588, y = 221, name = nil, move = {2,6} }
t[4] = { x = 288, y = 331, name = nil, move = {1,5,7} }
t[5] = { x = 438, y = 331, name = nil, move = {2,4,6,8} }
t[6] = { x = 588, y = 331, name = nil, move = {3,5,9} }
t[7] = { x = 288, y = 441, name = nil, move = {4,8} }
t[8] = { x = 438, y = 441, name = nil, move = {5,7,9} }
t[9] = { x = 588, y = 441, name = nil, move = {6,8} }
-- + initialize the tile names (1-8) + --
n = { "anim_p1", "anim_p2", "anim_p3", "anim_p4", "anim_p5", "anim_p6", "anim_p7", "anim_p8" }
-- + loops which are used for randomly generating the tile order & names etc + --
for i = 1, (#n * #n) do
c = n[8]; table.remove(n, 8); table.insert( n, math.random(8), c ) -- shuffle the tile names
if i == (#n * #n) then
for b = 1, 8 do t[b].name = n[b] end -- update "t" table names with shuffled "n" table names
for a = 1, 8 do startObjectTween(ActiveAnimations[ t[a].name ], VAnimationCurrentPosition, ActiveAnimations[ t[a].name ].AnimationCurrentPosition, {x = t[a].x, y = t[a].y}, 200, easeLinearOut) end
end
end
end
-- * function used to determine if player wins * --
function puzzleState(v)
for i = 1, 8 do
if t[i].name == "anim_p"..i then v = v + 1 end
if i == 8 and v == 8 then startAction( "Game.GameCurrentScene.SceneActions[act_puzzle_solved]" ) end
end
end
-- * function for updating tile positions * --
function canMove(v)
for i = 1, table.maxn(t[v]["move"]) do
if t[ t[v]["move"][i] ].name == nil and Conditions["puzzle_solved"].ConditionValue == false then moveTile(v, t[v]["move"][i], 200, easeLinearOut); break end
end
end
-- * function that is used to move the animation from one position to another with delay & easing * --
function moveTile(a, b, delay, easing)
startObjectTween(ActiveAnimations[ t[a].name ], VAnimationCurrentPosition, ActiveAnimations[ t[a].name ].AnimationCurrentPosition, {x = t[b].x, y = t[b].y}, delay, easing)
t[b].name = t[a].name; t[a].name = nil; puzzleState(0) -- update tile position names & check puzzle state
end
Resources
Name | Description |
---|---|
sliding_puzzle.zip | A working example of the script in action. Visionaire Studio 4.1+ required to run the included .ved file. |
3x3_sliding_puzzle_(v4).zip | A working example of the script in action. Visionaire Studio 5.1.9.1 + required to run the included .ved file. |