R0J0hound's Recent Forum Activity

  • My pleasure. Glad it was useful!

    -cheers

  • It‘a all connected so a path can be found between any two points.

    You could start the generating from one end or the other, or simultaneously generate from both ends and the somehow connect the two mazes later. Maybe utilize the astar algorithm on an empty weighted grid to find a meandering path between the points, and then fill in the rest with more random maze.

    Ultimately I don’t think it improves the maze generated over just a random one.

    It can be made to highlight the path between two points though.

  • Some more fiddling with things. It can be made more like prims algo by pulling from a random point on the stack instead of the first. Also can be made to fill a shape with the maze.

    dropbox.com/s/ejadw6go33j4b0i/mazegen2.capx

  • It's this one:

    en.wikipedia.org/wiki/Maze_generation_algorithm

    I did a bit of a twist with the part about neighbors to make the events look cleaner.

    I went for visualizing the maze but depending on how the maze would be represented things can change up.

  • Here's another attempt with another algorithm.

    dropbox.com/s/6ux3pv6bvaofuo0/mazegen1.capx

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  • You're not setting the bullet speed and angle of motion after the events. The result is it just pushes the other balls aside.

    Anyways here's a revision with damping. If you want to use the bullet behavior there are some comments of what to modify and where.

    dropbox.com/s/0figv3qlg6wdtv0/collision_responce_2.capx

  • Updated the links in that old post. I found some older maze generators but it used a third party plugin i no longer have.

    -cheers

  • If you want to use the bullet behavior, the simplest solution would be to set vx,vy in an event above the events I gave, and then setting the bullet angleOfMotion and speed in an event after.

    Vx = speed*cos(angleOfMotion)

    Vy = speed*sin(angleOfMotion)

    Speed = distance(0,0,vx,vy)

    AngleOfMotion = angle(0,0,vx,vy)

    The other equation you gave was for figuring out the initial speed to stop in a specified distance. From your description you don’t need that. You just need to slow it down.

    Global number speed=0

    Global number dir=0

    For each ball

    — set dir to angle(0,0,ball.vx,ball.vy)

    — set speed to max(0, distance(0,0,ball.vx,ball.vy)-200*dt)

    — ball: set vx to speed*cos(dir)

    — ball: set vy to speed*sin(dir)

  • I guess the issue is there is an infinite loop when two balls collide in your events.

    Anyways here's a better approach.

    When a ball hits a wall the ball is moved out in the closest direction from the wall and a bounce calculation is done with that direction.

    In a similar fashion when two balls collide they are moved apart and a bounce calculation is done.

    All balls are assumed to have the same mass and all the walls are not rotated.

    In events i used 16 and 32. That's the radius of the balls and 2*radius.

    dropbox.com/s/2apd1uwsnsylzpu/collision_responce.capx

    Damping can be done by multiplying the velocity by 0.995 or something. Angular damping doesn't make sense unless we are doing angular velocity too.

    If you want different masses or different levels of elasticity you can change up the bounce code with:

    en.wikipedia.org/wiki/Collision_response

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  • When you access value from indexes out of range then it always returns 0. Pushing 0 probably doesn't help with this.

    Anyways, Here's another idea to approach the idea. Check all values in uniqueArray before adding the new value.

    +---------------------------+
    |array: for each x |
    +---------------------------+
     local number match=0
     +-----------------------------------+
     |uniqueArray: for each x |set match to 1
     |array.curValue=uniqueArray.curValue|
     +-----------------------------------+
     +---------------------------+
     |match=0 |uniqueArray: push array.curValue to back
     +---------------------------+
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