Author Topic: [Axe game] 2048  (Read 23739 times)

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Offline ClrDraw

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Re: [Axe game] 2048
« Reply #45 on: April 20, 2014, 12:01:46 am »
Well I think the official version would be best as long as its not too slow.
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Offline Hayleia

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Re: [Axe game] 2048
« Reply #46 on: April 20, 2014, 02:32:23 am »
Well nikitouzz's 2048 has original animations and it is far from being too slow ;)
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Offline Toctave

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Re: [Axe game] 2048
« Reply #47 on: April 20, 2014, 02:35:23 am »
Excuse me guys but would you care discussing this on your own thread since it's kind of unrelated to mine..

Offline Hayleia

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Re: [Axe game] 2048
« Reply #48 on: April 20, 2014, 02:37:29 am »
True, sorry about that :/
But in fact, there are (already) so many 2048 topics that I didn't even notice this was not JW's topic -.-
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Offline Streetwalrus

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Re: [Axe game] 2048
« Reply #49 on: April 20, 2014, 04:30:21 am »
Hmmm I thought JWin was offering you some help but w/e. :P

Offline Toctave

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Re: [Axe game] 2048
« Reply #50 on: April 20, 2014, 06:48:54 am »
Oh dang, ok. I didn't read it that way, thought he offered to add animations in his own game which I found weird. Anyway, I tried to implement animations this way :
-each time there is movement, store the evaluated cell address, the sprite index and the target cell address in a list
-make a for loop with the animation frame as an incrementing variable :
(for left-right movement here)


For(frame, 0, 7)
Check if there's something in the sprite, then
Pt-Off((target-pos)*frame+(pos^4*9+31), pos/4*9+21, sprite)
Pt-On((target-pos)*(frame+1)+(pos*9+31), pos/4*9+21, sprite)
End


Which gives with proper axe syntax :


Code: [Select]
For(J,0,7)
For(I,0,15)
If {I*3+L2}!=0
Pt-Off({I*3+2+L2}-{I*3+1+L2}*J+({I*3+1+L2}^4*9+31),{I*3+1+L2}/4*9+21,{I*3+L2}+Pic0)
Pt-On({I*3+2+L2}-{I*3+1+L2}*(J+1)+({I*3+1+L2}^4*9+31),{I*3+1+L2}/4*9+21,{I*3+L2}+Pic0)
End
End
End

But it doesn't work at all and gives weird results :(
« Last Edit: April 20, 2014, 06:55:23 am by Toctave »

Offline TheCoder1998

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Re: [Axe game] 2048
« Reply #51 on: April 20, 2014, 09:57:32 am »
Excuse me guys but would you care discussing this on your own thread since it's kind of unrelated to mine..
well excuuuse me princess :P

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this is a zelda reference btw
« Last Edit: April 20, 2014, 11:25:54 am by TheCoder1998 »
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Offline Toctave

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Re: [Axe game] 2048
« Reply #52 on: April 20, 2014, 12:00:07 pm »
This thread...
SO! Can anyone tell me why the code I wrote above doesn't work? 'Cause here's an excel with exemples value that returns the Good numbers, I have no idea why it won't work on calc...

Offline Runer112

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Re: [Axe game] 2048
« Reply #53 on: April 20, 2014, 12:31:55 pm »
One thing to be wary of, which it looks like might have tripped you up in your code, is that Pt-Off() is a little bit deceptively named. It does not actually erase a sprite, but in fact draws a sprite (with overwrite logic instead of the OR logic used by Pt-On()). If you actually want to "erase" a sprite, you have to redraw what was behind it on top of it. In this case, I'd say that the easiest thing to do is to re-display the entire board at the start of rendering each frame, overwriting all tiles wherever they may have been last frame.

Also, I think you need a /8 after the multiplications by frame and frame+1.


As an optimization note, you can make division by small powers of two faster, at the cost of size, by chaining together divisions by two, like /2/2/2 for /8. If you divide by the same power of two more than once, you can often mitigate the size cost while keeping most of the speed gains by putting the division into a subroutine and calling that whenever you need to divide by it. You divide by both 8 and 4 in your code snippet, which could be pulled into subroutines that even share the same code:

Code: [Select]
Lbl Div8
/2
Lbl Div4
Return /2/2

Offline Hayleia

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Re: [Axe game] 2048
« Reply #54 on: April 20, 2014, 01:05:31 pm »
You can also evaluate I*3+L2 once and save it into a variable instead of evaluating it 10 times per iteration. You can even forget about this and add 3 to a variable initialized at L2 after every iteration step and replace your For(I,0,15) with a For(16).
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Offline Toctave

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Re: [Axe game] 2048
« Reply #55 on: April 20, 2014, 03:24:07 pm »
OK thanks guys this is great
Runer, I can't redraw thé whole board on top of it because I need every celle that moves to be displayed on the buffer before the unique Dispgraph (unique in the big for loop I mean)

About the /8, it's not needed because the pos and target values are not in pixels but in values from 0 to 15. If you open xls you'll sée that this calculus returns the right value

Hayleia, I will do what you said about the variable, but I don't think your second idea really brings anything to the program. However I'm the newbie here :D

Edit : Here's an xls file (That no one will read) that does every calculus using only a pos and target value.
« Last Edit: April 20, 2014, 04:12:09 pm by Toctave »

Offline Eiyeron

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Re: [Axe game] 2048
« Reply #56 on: April 24, 2014, 09:50:05 am »
Toctave, here is a little tip : If you're on a phone, try setting your keyboard language to english, the auto-correction will try to correct into english words! ;)  :blah:

Offline Streetwalrus

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Re: [Axe game] 2048
« Reply #57 on: April 24, 2014, 01:21:27 pm »
LOL I get the same issue with thé all the time because I forget to press the language switch. XD

Offline Hayleia

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Re: [Axe game] 2048
« Reply #58 on: April 24, 2014, 01:23:00 pm »
Kii Keyboard on Android supports primary and secondary language, with correction on both languages without switching ;)
Maybe other keyboards do it too but I know this one does because I use it.
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Offline Streetwalrus

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Re: [Axe game] 2048
« Reply #59 on: April 24, 2014, 07:06:58 pm »
I just use the AOSP keyboard, it works pretty well. :P