Difference between revisions of "Sliding Puzzle (CMS)"

From The Official Visionaire Studio: Adventure Game Engine Wiki
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{| style="width:100%;"
 
{| style="width:100%;"
 
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  t[1] = { .. move = {2,4}
 
  t[1] = { .. move = {2,4}
 
</syntaxhighlight>
 
</syntaxhighlight>
| style="width:100px;padding-left:5px;" class="ts td" | [[File:sliding_puzzle_grid.png|center|x100px]]
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| style="width:200px;padding-left:5px;" | [[File:sliding_puzzle_grid.png|center|x200px]]
 
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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.''

Revision as of 22:25, 13 November 2014

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 = 96, y = 77

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}
Sliding puzzle grid.png

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. 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.

Main Script

--[[
Sliding Puzzle (3x3) [v1] (13/11/2014)
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 = 96, y = 77, name = nil, move = {2,4} }
 t[2] = { x = 246, y = 77, name = nil, move = {1,3,5} }
 t[3] = { x = 396, y = 77, name = nil, move = {2,6} }
 t[4] = { x = 96, y = 187, name = nil, move = {1,5,7} }
 t[5] = { x = 246, y = 187, name = nil, move = {2,4,6,8} }
 t[6] = { x = 396, y = 187, name = nil, move = {3,5,9} }
 t[7] = { x = 96, y = 297, name = nil, move = {4,8} }
 t[8] = { x = 246, y = 297, name = nil, move = {5,7,9} }
 t[9] = { x = 396, y = 297, 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 Objects["obj_solved"]:to(1000, {ObjectVisibility = 100}, easeQuintOut); Conditions["puzzle_solved"].ConditionValue = true 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.