Computer Science Canada [Tutorial] Math.Distance |
Author: | Tony [ Thu Jun 03, 2004 11:52 am ] | ||
Post subject: | [Tutorial] Math.Distance | ||
Math.Distance is a new function found in v4.0.5 of Turing. It is used to calculate the distance between any two sets of points on a 2D plane. Quote: Math.Distance(x1,y1, x2, y2 :real) :real The math behind the function goes back to grade 10 math when we used to find the distances between points (remember that?). We would construct a triangle where the difference between the X values is our base and difference betwee the Y values is the height and we then would find the hypotinuce (distance between two points) using c^2 = a^2 + b^2 Now I realize that in face only few people have the latest release of Turing at this point (blame HoltSoft for taking down their test patch, it works fine), but it is very easy to put together your own distance function:
There're many instances when you would want to find the distance between two given points. collision detection comes to mind. Another useful application would be scoring in any type of shooting game where points are expressed as a function in relation to the distance between hit and bull's eye. |
Author: | Danyo [ Thu Jun 03, 2004 11:23 pm ] |
Post subject: | |
Would you possibly know the function that was used for the other Math.Distance that calcuates one point to a line? I would have used the actual function, but our school uses 4.0.4 and it doesn't have it. |
Author: | Leny [ Fri Jun 04, 2004 9:05 am ] |
Post subject: | |
yeah alright i'm trying this math.distance on 4.0.4 with your function but i'm having some troubles ok so what i'm doing is i'm shooting curling rocks with curl right so everytime i shoot a rock i ask for four numbers line weight curl and direction and i do some wierd math to get it to curl the right way put "Enter your line(1-500)" get line (i) put "Enter your weight(1-10)" get weight put "Enter your curl(1-5)" get curl1 put "curl Direction(L=0/R=1)" get dir for curl : 1 .. weight curlnum -= (curl1 * 5 - 1) end for w (i) := 50 * weight + curl1 * 5 - 1 drift := curlnum * 100 div w (i) get dummy : 0 then it makes the rock come into the house which i have a function to draw if i mod 2 = 0 then c (i) := 39 else c (i) := 9 end if if crashx = 0 and crashy = 0 then if dir = 0 then drawfilloval ((line (i) - ((drift * (drawrock)) div 100)), drawrock, 25, 25, 15) drawfilloval ((line (i) - ((drift * (drawrock)) div 100)), drawrock, 20, 20, c (i)) else drawfilloval ((line (i) + ((drift * drawrock) div 100)), drawrock, 25, 25, 15) drawfilloval ((line (i) + ((drift * drawrock) div 100)), drawrock, 20, 20, c (i)) end if elsif crashx not= 0 then drawfilloval ((line (i) - ((drift * (drawrock) - 50) div 100)), (drawrock - 50), 25, 25, 15) drawfilloval ((line (i) - ((drift * (drawrock) - 50) div 100)), (drawrock - 50), 20, 20, c (i)) elsif crashy not= 0 then drawfilloval ((line (i) + ((drift * (drawrock) + 50) div 100)), (drawrock - 50), 25, 25, 15) drawfilloval ((line (i) + ((drift * (drawrock) + 50) div 100)), (drawrock - 50), 20, 20, c (i)) end if there is also some colision detection in there but it's a little messed up too this is the whole code with errors though WHAT AM I DONG WRONG???? setscreen ("graphics:500;500") setscreen ("offscreenonly") setscreen ("echo") %a curling game %******************* Mod edit: That's plenty right there. -Mazer %variables for making the rock move var dummy, winner : string var curl1, dir, weight, drawtest, num, crashx, crashy, temp, catch, scoreBlue, scoreRed, centerx, centery, rockposx, rockposy : int := 0 var drift : real var curlnum : int := 250 var line, w, c, NewLine, NewW : array 1 .. 16 of int function drawhouse : int %function that draws the house drawfillbox (0, 0, 500, 500, 0) %White backgroud drawfilloval (250, 250, 200, 200, 1) %blue 8 foot circle drawfilloval (250, 250, 150, 150, 0) %white 6 foot circle drawfilloval (250, 250, 85, 85, red) %red 4 foot circle drawline (35, 250, 465, 250, 7) %T-line drawline (35, 0, 35, 450, 7) %east sideline drawline (465, 0, 465, 450, 7) %west sideline drawline (250, 450, 250, 0, 7) %centerline drawline (35, 450, 465, 450, 7) %backline drawfilloval (250, 250, 30, 30, 0) %white button drawfilloval (250, 250, 1, 1, 7) %center of the house result 1 end drawhouse %******************* Mod edit: That's plenty right there. -Mazer function collision (Crashx : int, Weight : int, I : int) : int %function for collision detection View.Update %updates the view if i colision is detected for b : 1 .. Weight * 30 drawtest := drawhouse for j : 1 .. I if j = Crashx then if dir = 1 then drawfilloval ((line (Crashx) - (b)), w (Crashx) + b, 25, 25, 15) %rock outline grey drawfilloval ((line (Crashx) - (b)), w (Crashx) + b, 20, 20, c (j)) %Red/blue on rock elsif dir = 0 then drawfilloval ((line (Crashx) + (b)), w (Crashx) + b, 25, 25, 15) %rock outline grey drawfilloval ((line (Crashx) + (b)), w (Crashx) + b, 20, 20, c (j)) %Red/blue on rock end if else drawfilloval (line (j), w (j), 25, 25, 15) drawfilloval (line (j), w (j), 20, 20, c (j)) temp := Crashx end if end for View.Update end for if dir = 0 then line (temp) := line (temp) + (Weight * 30) w (temp) := w (temp) + (Weight * 30) elsif dir = 1 then line (temp) := line (temp) - (Weight * 30) w (temp) := w (temp) + (Weight * 30) end if result line (Crashx) + Weight * 30 end collision %******************* Mod edit: That's plenty right there. -Mazer function distance (centerx, centery, rockposx, rockposy : int) : real result sqrt ((rockposx - centerx) ** 2 + (rockposy - centery) ** 2) end distance %******************* Mod edit: That's plenty right there. -Mazer %******************* Mod edit: Two lines now?. -Mazer for n : 1 .. 16 winner := " " end for %******************* Mod edit: That's plenty right there. -Mazer for i : 1 .. 16 setscreen ("text") curlnum := 0 centerx := 250 centery := 250 %******************* Mod edit: That's plenty right there. -Mazer put "Enter your line(1-500)" get line (i) put "Enter your weight(1-10)" get weight put "Enter your curl(1-5)" get curl1 put "curl Direction(L=0/R=1)" get dir for curl : 1 .. weight curlnum -= (curl1 * 5 - 1) end for w (i) := 50 * weight + curl1 * 5 - 1 drift := curlnum * 100 div w (i) get dummy : 0 setscreen ("graphics:500;500") cls View.Update drawtest := drawhouse %View.Update %******************* Mod edit: That's plenty right there. -Mazer for drawrock : 1 .. w (i) drawtest := drawhouse for j : 1 .. i - 1 if (line (i) - ((drift * w (i)) div 100)) - line (j) <= 50 and (w (i) - w (j)) <= 50 and dir = 0 then crashx := j end if if (line (i) + ((drift * w (i)) div 100)) - line (j) <= 50 and (w (i) - w (j)) <= 50 and dir = 1 then crashy := j end if drawfilloval (line (j), w (j), 25, 25, 15) %rock outline grey drawfilloval (line (j), w (j), 20, 20, c (j)) %Red/blue on rock end for if i mod 2 = 0 then c (i) := 39 else c (i) := 9 end if if crashx = 0 and crashy = 0 then if dir = 0 then drawfilloval ((line (i) - ((drift * (drawrock)) div 100)), drawrock, 25, 25, 15) drawfilloval ((line (i) - ((drift * (drawrock)) div 100)), drawrock, 20, 20, c (i)) else drawfilloval ((line (i) + ((drift * drawrock) div 100)), drawrock, 25, 25, 15) drawfilloval ((line (i) + ((drift * drawrock) div 100)), drawrock, 20, 20, c (i)) end if elsif crashx not= 0 then drawfilloval ((line (i) - ((drift * (drawrock) - 50) div 100)), (drawrock - 50), 25, 25, 15) drawfilloval ((line (i) - ((drift * (drawrock) - 50) div 100)), (drawrock - 50), 20, 20, c (i)) elsif crashy not= 0 then drawfilloval ((line (i) + ((drift * (drawrock) + 50) div 100)), (drawrock - 50), 25, 25, 15) drawfilloval ((line (i) + ((drift * (drawrock) + 50) div 100)), (drawrock - 50), 20, 20, c (i)) end if View.Update cls end for put sqrt ((rockposx - centerx) ** 2 + (rockposy - centery) ** 2) %******************* Mod edit: That's plenty right there. -Mazer % if crashx not= 0 then % catch := collision (crashx, weight, i) % % end if % if crashy not= 0 then % catch := collision (crashy, weight, i) % % end if if dir = 0 then line (i) := line (i) - ((drift * w (i)) div 100) elsif dir = 1 then line (i) := line (i) + ((drift * w (i)) div 100) end if %******************* Mod edit: That's plenty right there. -Mazer for score1 : 1 .. 1 if end if end for end for get dummy : 0 crashx := 0 crashy := 0 rockposx := (line (i) - ((drift * (drawrock)) div 100)) rockposy := drawrock end for %******************* Mod edit: That's plenty right there. -Mazer %******************* Mod edit: That's plenty right there. -Mazer if scoreBlue >= scoreRed then put "Blue wins with ", scoreBlue, " points." elsif scoreRed >= scoreBlue then put "Red wins with ", scoreRed, " points." else put "you have tied." end if |
Author: | Martin [ Tue Jul 27, 2004 11:37 pm ] |
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What you are doing wrong is not putting code brackets on your code. |
Author: | Tony [ Tue Jul 27, 2004 11:43 pm ] |
Post subject: | |
what's wrong is posting 5 screens worth of code not relating to the tutorial what so ever |
Author: | Mazer [ Wed Jul 28, 2004 7:52 am ] |
Post subject: | |
No, no. The real problem is having a really long line. Doesn't anybody take the horizontal scroll bar into consideration these days? We shouldn't be forced to use it! EDIT: I think the funniest part was that they weren't even the same length. You could've found and fixed whatever your problem was in less time than it took you to type out all of those lines. |