It looks like you're new here. If you want to get involved, click one of these buttons!

- 7.1K All Categories
- 4 Help with translations
- 3.9K General questions
- 95 Roadmap
- 306 Game & application design
- 288 Plugins
- 61 User experience
- 68 Marketplace
- 258 Code snippets
- 33 Building a team?
- 238 Suggestions & requests
- 333 Announce your apps made with Gideros.
- 85 Step by step tutorials
- 584 Bugs and issues
- 168 Introduce yourself
- 176 Announcements
- 111 Forum talk
- 375 Relax cafe

pie
Member

Hi, I could use some help figuring out the best (fastest) way to do this:

I have a grid where I placed some waypoints (see attachment):

in each coloured "square" (waypoint) I wrote every info I have about it:

coord x, coord y | #number of tile (counting 1 on the top left, and 416 (width 16*height 26) on the low right corner).

I also know the grid width and height (how many tiles are there).

Starting from the blue waypoint ( ["92"]= {7,8} ), I need to quickly find the first occurrence in each direction (the green ones) and then output a table with 4 (or less) indices

my table currently looks like this, but I could change its structure:

wptab = { ["23"] = {7,2}, ["46"] = {7,4}, ["87"] = {2,8} ... ["200"]={7,17}, ["262"] = {7,22} }

Do you have a smart idea to help me sort this out?

Thank you

I have a grid where I placed some waypoints (see attachment):

in each coloured "square" (waypoint) I wrote every info I have about it:

coord x, coord y | #number of tile (counting 1 on the top left, and 416 (width 16*height 26) on the low right corner).

I also know the grid width and height (how many tiles are there).

Starting from the blue waypoint ( ["92"]= {7,8} ), I need to quickly find the first occurrence in each direction (the green ones) and then output a table with 4 (or less) indices

my table currently looks like this, but I could change its structure:

wptab = { ["23"] = {7,2}, ["46"] = {7,4}, ["87"] = {2,8} ... ["200"]={7,17}, ["262"] = {7,22} }

Do you have a smart idea to help me sort this out?

Thank you

gridquestion.png

854 x 469 - 23K

## Comments

-Actually we have four arrays of unsorted random colors starting from your blue starting location.

-As starting location can always change your 4 array sizes can always change and not fixed size. (up,down,left,right)

-We want to find the first occurrence of green color in those arrays.

As our arrays are totally random and we want to find the first occurrence of the green color the only way seems a linear search. Just write a function and in a loop check all elements of those arrays one by one. Whenever you found the green color, save the coordinate and break the loop and repeat this procedure four times for up,down,right and left.

If your job is to find the count of green boxes we can optimize the search algorithm maybe but in this case linear search seems logical to me.

According to your logic : #number of tile (counting 1 on the top left, and 416 (width 16*height 26) on the low right corner.

Your number of tile calculations should be like this.

Ex:You said #87,#88 to the orange ones but they are actually #114 and #115 ...

actually I don't need to find the green ones because they are green, they are green because I need to find them

Every coloured cell is a waypoint, imagine that the player selects the blue one (but he may also select another one): I need to show him only the next waypoint in each of the four directions, out of a table that contains information about every pictured waypoint.

I thought of this:

split the table in 2, both containing the starting(blue) tile:

table X containing all the tiles on the same y coord of my blue tile

table Y containing all the tiles on the same x coord of my blue tile

then sort them by value and see at which index my blue tile is, and then extract the nearest indices to my blue tile, which should be my green tiles.

However this just seems too much "work" for a thing like that, what do you think?

Thank you

To find the nearest waypoints in all four directions (l, r, u, d) it calls findWaypoints(x, y) where x and y contain the x and y position of the hero in the grid.

findWaypoints(x, y) returns a table containing the locations of the nearest waypoints (col, col, row, row). A zero means that there was no waypoint found in that direction.

Likes: pie

Falling Animals | Breaky Wall | Exetor | Mini Putt Golfing | Ninja Fruit Master | Descent | Descent Infinity | Peaky Climb | Buzzy Beez