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Messages - flyingfisch
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1606
« on: September 14, 2011, 09:01:45 pm »
Yeah.
Here is the plane for delivering omnimaga eggrolls: __ ! \ ! \__________________________ ! !o!o o o o o o o o o o o o o !o! D \_ !_===___________=======________] |____/
EDIT: Darl, I know what eggroll time really means already. I was on, remember?
1607
« on: September 14, 2011, 06:43:29 pm »
Have a party on the chat room! I'll bring my number (580) and Darl181 can supply eggrolls! LOL
actually, here are some eggrolls:
@@@
With sauce:
@@@ I-I
1608
« on: September 14, 2011, 06:40:21 pm »
I think windows 8 should be pretty cool in its last free release. Until then, I'm not downloading it.
1609
« on: September 14, 2011, 06:36:31 pm »
OK, thanks. I made a program, but I think I'll start from scratch and perfect it.(I've been embellishing too much and some stuff won't work now.) Thanks for all your help Bboy!!!
1610
« on: September 14, 2011, 03:02:28 pm »
never mind about negatives, I was wrong, thats not the prob.
S and T had to be 2 not 1.
1611
« on: September 14, 2011, 02:45:08 pm »
For(I,1,4) Output(X(I)+S,Y(J)+T) End
Ok, I got it to display that, but the code is alittle different in casio-basic: For 1-> I To 4 PlotOn List 1[I]+s,List 2[I]+T Next
I had to use the plot on graphing function since Locate (the equivelant of TI's "output") won't except negative numbers. X->Z X = Y Y = -Z
I don't understand what you are saying here, sorry. Collisions
I am a bit unfamiliar with Casio homescreen text commands, so I will assume there is a way to detect whether a single space is filled. Whether you utilize some sort of Pixel Test function, or use a Matrix, the logic is the same. There are two conditions for a collision, you either move a piece into a wall, or rotate a piece into a wall. Assuming we have a way to detect whether a position is filled, collision checking is simple.
First we merely move or rotate the object blindly, then loop through all positions of the new piece position and check if any of them are filled. If any of them are, we reverse the object operations and resume the game. Because of this, you will need a way to rotate both directions. We have PixlTest() which tests for pixels and we have matrices. I think that matrices would probably be faster, but I'll have to figure out how to get them to work with this. Line Detecting:
Because of the size of the tetris field, it might be difficult to check every line every time a piece is placed, so instead we will check only the lines that possibly could have a completion, and these are the lines that the piece ends up in. The piece is made of 4 blocks, which means at a maximum we will have to check 4 lines.
When we check for lines, we take the Y locations of the object, remove duplicated, and sort them from top to bottom. The we loop through each Y position from top to bottom. For each Y position we check all of the blocks in that line, if any of them are empty, we skip this Y position and go to the next. If we are at the last Y position, we move on to playing the game.
If, however, all of the blocks are filled, we move onto the line clearing algorithm. It consists of mostly a line shifting algorithm, and this is how it works. If a filled Line was detected at location Y, we go through every block in that line and replace it with the one above. We then do that for every line above Y until we encounter an empty line, after which we are finished clearing and shifting.
Once we check and clear every line we need to, we can choose the next piece (which can be done from a lookup table) and start the next turn!
Since I'll probably be using matrices, this should be easy, now. I think I'll use calc's method, though My only problem is that, using pixels and the graph screen, every shape will be 1 pixel thick. Is there an equation for how to change each shapes thickness, or will I just have to use more coordinates, OR, can you giv me a way to do this without any egative numbers, so I can use ASCII for the shapes on the homescreen.
1612
« on: September 14, 2011, 12:11:50 pm »
2161: Even though you have belt loops on your calc, you generally do 2158
1613
« on: September 14, 2011, 11:52:50 am »
Hi
I am thinking about making tetris in casio-basic (using ASCII symbols). Here are my problems:
1. Is there an equation that would let me rotate an ASCII sprite?
2. How can I detect collisions?
3. How can I detect when a line is filled, so the program knows to delete that line.
1614
« on: September 14, 2011, 11:27:16 am »
9/11 was a day that will live in infamy, as Roosevelt said in 1941 about another fateful day in American history. This time, however, the first American blood had been shed in an attack on the soil of the continental US. We survived WWII, we should be able to live through this.
1615
« on: September 14, 2011, 11:06:25 am »
Oh, prices! Give me a second to find a place to puke.
I got my PC for $25. It boots up, shuts down, runs opera and dreamweaver. what more could you want?
1616
« on: September 14, 2011, 12:34:02 am »
Lego's....excellent! Also: lincoln logs, tinker toys, those magnetic things that have balls and connectors, model cars, airplanes and trucks.
Also: things they can help their family's out with:
LED's, radio's that don't need batterys, WATER BOTTLES, dehydrated food (beef jerky, etc.)
1617
« on: September 14, 2011, 12:27:44 am »
same here BTW: have you noticed that apple computers have horible hardware?
1618
« on: September 14, 2011, 12:25:53 am »
My fx9860's name is junkheap-that-iz-slow, also called Neth sometimes...
Why?!! Have you tried UTIL? its at Casiocalc file sharing
1619
« on: September 14, 2011, 12:25:09 am »
Another analogy: like not hacking an FX-9750GII
Also, what about the pride of being smart enough not to listen to the dumb sales clerk!
1620
« on: September 14, 2011, 12:22:47 am »
2154: you already attached belt loops to the case (true)
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