This time, I am going to create an algorithm.
//For grass patch
1. If Long Grass is on up, self is Grass Patch.
2. If Flower is on right, self is Grass Patch.
//For long grass
1. If Rock is on up, self is Long Grass.
2. If Grass Patch is right, self is Long Grass.
//For Flower Patch
1. If Long Grass is on right, self is Flower Patch.
2. If Grass Patch is on up, self is Flower Patch.
//For tree
1. If Rock is below, self is Tree.
2. If Flower Patch is on up, self is Tree.
//For rock
1. If Tree is on left, self is Rock.
2. If Long Grass is on left, self is Rock.
//For water
1. If Water is on right, self is also water.
2. If Water is below, self is also water.
//For sand
1. If Water is on left, self is sand.
2. If Water is on up, self is sand.
0 = Grass Patch
1 = Long Grass
2 = Flower Patch
3 = Tree
4 = Rock
5 = Water
6 = Sand
Next, we will design the world, 12 X 12.
_________________________________________________________________________________
var world=[
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0]];
_________________________________________________________________________________
You can edit the world numbers into anything you like, such as:
_________________________________________________________________________________
var world=[
[0,0,1,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,3,0,4,4,0],
[0,0,0,0,0,2,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,3,0,0],
[0,0,0,0,0,0,0,4,0,3,0,0],
[0,0,2,0,0,1,0,0,0,5,0,0],
[0,0,0,0,0,1,0,0,3,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,6,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,2,2,0,0,0,0],
[0,0,0,0,0,0,0,2,0,0,0,0]];
_________________________________________________________________________________
//For long grass
1. If world[y-1][x]=4, world[y][x]=1
2. If world[y][x+1]=0, world[y][x]=1
//For Flower Patch
1. If world[y][x+1]=1, world[y][x]=2
2. If world[y-1][x]=0, world[y][x]=2
//For tree
1. If world[y+1][x]=4, world[y][x]=3
2. If world[y-1][x]=2, world[y][x]=3
//For rock
1. If world[y][x-1]=3, world[y][x]=4
2. If world[y][x-1]=1, world[y][x]=4
//For water
1. If world[y][x+1]=6, world[y][x]=5
2. If world[y+1][x]=6, world[y][x]=5
//For sand
1. If world[y][x-1]=6, world[y][x]=6
2. If world[y-1][x]=6, world[y][x]=6
We do not need Grass Patch as naturally it will be the most block.
Next,
_________________________________________________________________________________
//world here
var Cx=0;
var Cy=0;
for(Cx=0;Cx<12;Cx++) {
if(Cx==12) {
Cy+=1;
Cx=0;
}
//put the ifs here
//but change the y into Cy and change the x into Cx
var blocktw=60;
if (world[Cy][Cx]==0) {
drawGrassPatch(Cx*blocktw,Cy*blocktw,blocktw,blocktw);
}
if (world[Cy][Cx]==1) {
drawLongGrass(Cx*blocktw,Cy*blocktw,blocktw,blocktw);
}
if (world[Cy][Cx]==2) {
drawFlowerPatch(Cx*blocktw,Cy*blocktw,blocktw,blocktw);
}
if (world[Cy][Cx]==3) {
drawTree(Cx*blocktw,Cy*blocktw,blocktw,blocktw);
}
if (world[Cy][Cx]==4) {
drawRock(Cx*blocktw,Cy*blocktw,blocktw,blocktw);
}
if (world[Cy][Cx]==5) {
drawWater(Cx*blocktw,Cy*blocktw,blocktw,blocktw);
}
if (world[Cy][Cx]==6) {
drawSand(Cx*blocktw,Cy*blocktw,blocktw,blocktw);
}
}
_________________________________________________________________________________
And there.
Go on and try -- it won't do any harm.
Thanks for reading.
29-05-2017
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