Computer Science Canada Taking Turns in A Dice Game Question

 Author: KukuriChan [ Fri Mar 19, 2004 11:11 am ] Post subject: Taking Turns in A Dice Game Question I'm doing my dice game right now but I don't know a good way to alternate between characters in the game. Since, the number of char changes every single time in the game, I'm really confused about what I can do so that the players would take turns rolling the die. I did think about using arrays but I'm still not sure what to do. Please help me. ^^ [/code]

 Author: recneps [ Fri Mar 19, 2004 11:25 am ] Post subject: Use a counter, after someone goes, the counter goes up by one like loop rolldice c+=1 end loop then, in the loop, have it mod the counter by the number of people. eg. num ppl = 4 if c mod ppl =0 then put "Player 1's turn." elsif c mod ppl =1 then put "player 2's turn" elsisf c mod ppl = 2 then put "Player 3's turn" elsif c mod ppl = 3 then put "player 4's turn." end if and so on, that should work. Author: KukuriChan [ Fri Mar 19, 2004 11:31 am ] Post subject: So, if the number of characters differ each time it's played, do I just make a counted loop?

Author:  KukuriChan [ Fri Mar 19, 2004 11:39 am ]
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I did that. But there's something wrong. Here's the code.

 code: var roll, count, numplayers : int count := 0 put "Number of players: " .. get numplayers loop delay (200)     count += 1     for i : 1 .. numplayers         if count mod numplayers = 0 then             put "Player 1's turn"         elsif count mod numplayers = 1 then             put "Player 2's turn"         elsif count mod numplayers = 2 then             put "Player 3's turn"         elsif count mod numplayers = 3 then             put "Player 4's turn"         end if     end for end loop

Author:  Paul [ Fri Mar 19, 2004 11:50 am ]
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The way you set up your code, each player goes 4 times? I dunno, if your doing this for your flight game, each player rolls once each turn right? There can only be 4 players, so you should limit it.

Heres a simple example showing however number of players within 4, taking turns rolling the die
 code: var players, roll: int loop put "Enter number of players 1-4" get players if players >0 and players <=4 then cls exit end if cls end loop loop for a: 1..players randint (roll, 1,6) if a=1 then put "Player ", a, " Rolled a ", roll elsif a=2 then put "Player ", a, " Rolled a ",roll elsif a=3 then put "Player ", a, " Rolled a ", roll elsif a=4 then put "Player ", a, " Rolled a ", roll end if delay (1000) end for cls end loop

 Author: KukuriChan [ Fri Mar 19, 2004 12:09 pm ] Post subject: Hey it worked! Plus, it's what I want. Thanks Paul.You're such a big help. You too recneps. Author: recneps [ Fri Mar 19, 2004 1:57 pm ] Post subject: Yeah, well Paul's is simpler ;D oh well, thats how i did mine for tic tac toe, i had it mod 2, if its 0, then its player 1 turn, if its 1 then player 2 turn ;D

Author:  SuperGenius [ Fri Mar 19, 2004 2:14 pm ]
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 code: for a: 1..players randint (roll, 1,6) if a=1 then put "Player ", a, " Rolled a ", roll elsif a=2 then put "Player ", a, " Rolled a ",roll elsif a=3 then put "Player ", a, " Rolled a ", roll elsif a=4 then put "Player ", a, " Rolled a ", roll end if

just nitpicking, but this if structure isnt required is it?
Couldnt this be replaced with

 code: for a: 1..players randint (roll, 1,6) put "Player ", a, " Rolled a ", roll end if

Author:  KukuriChan [ Fri Mar 19, 2004 5:34 pm ]
Post subject:

It could be but then there's a lot of other things I have to check for:

(1) If the player rolls a 6, then it can move either a pawn in the waitng area or move a pawn that's already out(since there's a limit. The maximum number of pawns you can have is 4.) Once you have all four out, you can choose which pawn you want to move. If the player doesn't get a six, then it can't move and it goes on to the next player <-- that means that I have to have a loop and then make a lot of if statements right?
(2) There are 4 different colours that can be chosen : red, blue, green, or yellow. When the game starts, each player chooses a colour. Then it goes into the actual game where you start rolling the die.
(3) There are different colours on the board. If the player lands on the colour that they chose, they can skip to the next colour square that they chose.
and some other things I have to check for.

So I think the if statement structure is perfect. But... I'm stuck on the first part where I have to check for stuff. I have part of it in code but there's some error in it, and I don't know how to fix it. ^^

 code: var players, roll, move1, move2, move3, move4, pawn, numpawns : int var player1, player2, player3, player4 : boolean := false move1 := 0 move2 := 0 move3 := 0 move4 := 0 loop     put "Enter number of players 1-4"     get players     put "Enter number of pawns 1-4"     get numpawns     if players >= 2 and players <= 4 and numpawns > 0 and numpawns <= 4 then         cls         exit     end if     cls end loop loop     for a : 1 .. players         randint (roll, 1, 6)         if a = 1 then             put "Player ", a, " Rolled a ", roll             if roll = 6 then                 player1 := true                 put "Which Pawn do you want to move?"                 get pawn                 put "Pawn", pawn, "moved into 'Start Flying' mode"                 exit             end if             if roll <= 5 and player1 = true then                 put "Which Pawn do you want to move?"                 get pawn                 assert pawn > 0                 if pawn = 1 then                     move1 := move1 + roll                     put "Pawn ", pawn, " moved", move1                 elsif pawn = 2 then                     move2 := move2 + roll                     put "Pawn ", pawn, " moved", move2                 elsif pawn = 3 then                     move3 := move3 + roll                     put "Pawn ", pawn, " moved", move3                 elsif pawn = 4 then                     move4 := move4 + roll                     put "Pawn ", pawn, " moved", move4                 end if                 exit             end if         elsif a = 2 then             put "Player ", a, " Rolled a ", roll             if roll = 6 then                 player2 := true                 put "Which Pawn do you want to move?"                 get pawn                 assert pawn > 0                 put "Pawn ", pawn, " moved into 'Start Flying' mode"                 exit             end if             if roll <= 5 and player2 = true then                 put "Which Pawn do you want to move?"                 get pawn                 assert pawn > 0                 if pawn = 1 then                     move1 := move1 + roll                     put "Pawn ", pawn, " moved", move1                 elsif pawn = 2 then                     move2 := move2 + roll                     put "Pawn ", pawn, " moved", move2                 elsif pawn = 3 then                     move3 := move3 + roll                     put "Pawn ", pawn, " moved", move3                 elsif pawn = 4 then                     move4 := move4 + roll                     put "Pawn ", pawn, " moved", move4                 end if                 exit             end if         elsif a = 3 then             put "Player ", a, " Rolled a ", roll             if roll = 6 then                 player3 := true                 put "Which Pawn do you want to move?"                 get pawn                 assert pawn > 0                 put "Pawn ", pawn, " moved into 'Start Flying' mode"                 exit             end if             if roll <= 5 and player3 = true then                 put "Which Pawn do you want to move?"                 get pawn                 if pawn = 1 then                     move1 := move1 + roll                     put "Pawn ", pawn, " moved", move1                 elsif pawn = 2 then                     move2 := move2 + roll                     put "Pawn ", pawn, " moved", move2                 elsif pawn = 3 then                     move3 := move3 + roll                     put "Pawn ", pawn, " moved", move3                 elsif pawn = 4 then                     move4 := move4 + roll                     put "Pawn ", pawn, " moved", move4                 end if                 exit             end if         elsif a = 4 then             put "Player ", a, " Rolled a ", roll             if roll = 6 then                 player4 := true                 put "Which Pawn do you want to move?"                 get pawn                 assert pawn > 0                 put "Pawn ", pawn, " moved into 'Start Flying' mode"                 exit             end if         elsif roll <= 5 and player4 = true then             put "Which Pawn do you want to move?"             get pawn             if pawn = 1 then                 move1 := move1 + roll                 put "Pawn ", pawn, " moved", move1                             elsif pawn = 2 then                 move2 := move2 + roll                 put "Pawn ", pawn, " moved", move2             elsif pawn = 3 then                 move3 := move3 + roll                 put "Pawn ", pawn, " moved", move3             elsif pawn = 4 then                 move4 := move4 + roll                 put "Pawn ", pawn, " moved", move4                  exit             end if                         delay (1000)         end if         cls     end for end loop

 Author: Thuged_Out_G [ Fri Mar 19, 2004 5:37 pm ] Post subject: well, your asking for 1-4 players correct? but in your code, you only allow 2-4 players....i dont even understand wahts going on in the game

 Author: Paul [ Fri Mar 19, 2004 5:39 pm ] Post subject: that would be simpler, but I was going for the one thats ez to understand yes?

 Author: KukuriChan [ Fri Mar 19, 2004 5:43 pm ] Post subject: I forgot to mention that the game has to have at least 2 people playing. ^^ That's why I put 2-4 people in the code.

 Author: Paul [ Fri Mar 19, 2004 6:21 pm ] Post subject: Yea, I kinda figured that after, but hey, I use to play this by myself when I was sick back then Author: KukuriChan [ Fri Mar 19, 2004 7:47 pm ] Post subject: I can't seem to figure out how I can fix the error though..... I mean, I changed the number of characters but then it keeps on repeating the same player over and over again. I don't know how I can fix it. Author:  SuperGenius [ Fri Mar 19, 2004 8:09 pm ]
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I've improved on the form of this signifigantly I think, and as you can see the number on lines is a lot less this way. It's just more convenient.
By the way, You are trying to make the game Parchesi, are you not?
 code: var players, roll, move1, move2, move3, move4, pawn, numpawns, playernum : int var player : array 1 .. 4 of boolean move1 := 0 move2 := 0 move3 := 0 move4 := 0 for a : 1 .. 4     player (a) := false end for proc movedecisions     put "Player ", playernum, " Rolled a ", roll     if roll = 6 then         player (playernum) := true         put "Which Pawn do you want to move?"         get pawn         put "Pawn", pawn, "moved into 'Start Flying' mode"     end if     if roll <= 5 and player (playernum) = true then         put "Which Pawn do you want to move?"         get pawn         assert pawn > 0         if pawn = 1 then             move1 := move1 + roll             put "Pawn ", pawn, " moved", move1         elsif pawn = 2 then             move2 := move2 + roll             put "Pawn ", pawn, " moved", move2         elsif pawn = 3 then             move3 := move3 + roll             put "Pawn ", pawn, " moved", move3         elsif pawn = 4 then             move4 := move4 + roll             put "Pawn ", pawn, " moved", move4         end if     end if end movedecisions loop     put "Enter number of players 1-4"     get players     put "Enter number of pawns 1-4"     get numpawns     if players >= 2 and players <= 4 and numpawns > 0 and numpawns <= 4 then         cls         exit     end if     cls end loop loop     for a : 1 .. players         randint (roll, 1, 6)         playernum := a         movedecisions         delay (1000)         cls     end for end loop

 Author: Paul [ Fri Mar 19, 2004 8:54 pm ] Post subject: Hm, I thought you could only move airplanes that are already in flight mode. oh yea, how do you plan to move the pieces kukrichan?

 Author: KukuriChan [ Sat Mar 20, 2004 12:18 am ] Post subject: Thanks SuperGenius. ^^ Paul: I'm planning on using arrays to move the pawns. See, I already have all the x and y coordinates for each circle so I was thinking that if I add the number that the player rolled onto the original number in that particular array, it can just draw everything and then the pawn will appear whatever the position in the array will be. But... I don't know if that'll really work yet since I haven't tried. ^^;; I'm hoping that'll work. But I have to remember that once they move the airplane, it'll have it's own path to take. So, that means, I have to make four different arrays for the path of each colour right? Author:  SuperGenius [ Sun Mar 21, 2004 4:54 pm ]
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Your problem of drawing the pieces is kind of like what i did for my connect 4 game, except more complicated. I had a 2d array that held coords. and then this structure to draw the circles, with a little 'formula' that would convert the coords on the board to pixel coords on the screen.

 code: proc drawboard     for h : 1 .. 8         for c : 1 .. 8             if board (h, c) not= " " then                 if board (h, c) = "RED" then                     Draw.FillOval (130 + c * 60, 80 + h * 60, 25, 25, red)                 elsif board (h, c) = "GREEN" then                     Draw.FillOval (130 + c * 60, 80 + h * 60, 25, 25, green)                 end if             end if         end for     end for end drawboard

perhaps the same concept would work for your project?

 Author: KukuriChan [ Sun Mar 21, 2004 8:15 pm ] Post subject: Oh, I have the board drawn out already. I used PhotoPaint to do that. I just have to figure out a way of using arrays to move the pieces and then redraw all the pieces. That part is giving me a headache. Author: SuperGenius [ Tue Mar 23, 2004 10:55 pm ] Post subject: What i was suggesting was a method to update the screen after each move. As for updating the arrays, i dont know. The fact that the path turns and twists presents a bit of a challenge. Perhaps you could have a loop that would move the piece one square forward at a time, with the direction that it's moving in as a variable that would be changed when the piece rests on a corner space.

 Author: Paul [ Wed Mar 24, 2004 2:19 pm ] Post subject: Wow, thats difficult. But as a suggestion, if I were doing this program I would either map out the whole thing with a 2D array or something, or I'd draw the whole board again, from a text file, somethink like isometrics. Then you can set rules that it can only move in one direction. Also check to win or something, just my opinion.

 Author: KukuriChan [ Wed Mar 24, 2004 10:46 pm ] Post subject: Hey thanks for your suggestions/advice you guys. I ended up doing it with a two dimensional array. Now the only thing I have to do is to get it to work when it comes to move the pawns on the actual path when you get the value you roll from the die. I have to do the checking stuff too. But I don't think that'll be that hard after I get the pawns moving. ^^

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