text stringlengths 0 897 |
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{caption: "Listing 2 (Selecting random letters).", number-from: 28} |
```miniscript |
totalFreq = freq.values.sum |
randomLetter = function() |
i = floor(rnd * totalFreq) |
for kv in freq |
if i < kv.value then return kv.key |
i = i - kv.value |
end for |
end function |
``` |
Run that, and again nothing happens. But let's test the code out as we consider how it works. Line 28 calculates the total of all the frequency values in our table, i.e., the total number of letters in our word set. `freq.values` would give you a list of all the frequencies, and appending `.sum` adds them up. Enter... |
The `randomLetter` function picks a random number `i` from 0 to this total frequency count. Then it iterates over the frequency table (using `kv` to remind us that these are key/value pairs), checking whether `i` is less than the frequency value of each letter. This will of course be more likely for numbers with big ... |
D> This is an algorithm known as a *weighted random selection*, and it can be used any time you want to pick from a set of things, but with a different probability or "weight" for each thing. |
Enter `randomLetter` at the REPL prompt, and it should print out a letter (or in the case of "Qu", two letters). Repeat it a few times (or maybe even use a `for` loop!), and convince yourself that the more common English letters are appearing more often. |
## Creating Letter Tiles |
Our game is going to involve a grid of letter tiles, much like the playing pieces in Scrabble. These little tiles need to move around, detect mouse clicks, etc., so we'll make a Sprite subclass to represent them. |
D> Careful: we're using "tile" here just to describe the shape and usage of the sprites in this game. Don't confuse it with "tile" as in `TileDisplay`, which we'll be learning about in Chapter 25. In this chapter and the next, remember that our "tiles" are just ordinary sprites that happen to look like letter tiles. |
In most games, you load sprite images from picture files on disk. But in this case, we're going to draw the tile images in a PixelDisplay, and then pull out that part of the display as an image to use for the sprite. It's a neat trick to consider any time you can work out a way to draw your sprite images with code. |
{caption: "Listing 3 (Tile-drawing code, and Tile class).", number-from: 38} |
```miniscript |
blockPic = file.loadImage("/sys/pics/Block.png") |
drawBlock = function(letter, x=100, y=100) |
gfx.drawImage blockPic, x, y, 40, 40 |
if letter.len < 2 then |
gfx.print letter, x+8, y+4, color.black, "large" |
else |
gfx.print letter, x+6, y+8, color.black |
end if |
end function |
Tile = new Sprite |
Tile.letter = "" |
Tile.scale = 2 |
Tile.tint = color.yellow |
Tile.target = {"x":0, "y":0} |
Tile.speed = 100 |
Tile.localBounds = new Bounds |
Tile.localBounds.width = 36 |
Tile.localBounds.height = 36 |
Tile.goTo = function(x,y, speed) |
self.target.x = x |
self.target.y = y |
if speed != null then self.speed = speed |
end function |
Tile.goToGridPos = function(col, row) |
self.goTo 300 + col * 90, 135 + row * 90 |
end function |
Tile.update = function(dt = 0.1) |
mathUtil.moveTowardsXY(self, self.target, self.speed * dt) |
end function |
Tile.updateAll = function(dt = 0.1) |
updatedAny = false |
for s in spriteDisp.sprites |
if not s isa Tile then continue |
if s.x == s.target.x and s.y == s.target.y then continue |
s.update |
updatedAny = true |
end for |
return updatedAny |
end function |
Tile.selected = function() |
return self.tint != Tile.tint |
end function |
``` |
Add that to your program, then run it, and let's test it out on the command line. |
```terminal |
]drawBlock "E" |
]drawBlock "Qu", 140, 100 |
``` |
This should produce two tiles near the bottom of the screen: one "E", and one with a smaller "Qu". |
{width:"50%"} |
 |
Now let's try grabbing the first of these as the image for a Tile instance. |
```terminal |
]t = new Tile |
]t.image = gfx.getImage(100,100,40,40) |
]display(4).sprites.push t |
[t] |
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