text
stringlengths
0
897
]t.x = 200; t.y = 300
```
This should create a large (due to `Tile.scale`), yellowish (due to `Tile.tint`) letter "E" tile. The `Tile` class includes some simple animation code, too. Let's test it:
```terminal
]t.goTo 800, 600
]while true; t.update; yield; end while
```
If you see your "E" tile slide up towards the upper-right corner of the screen, then you're ready to press Control-C and move on to the next code listing. If not, go back and check your typing carefully.
{caption: "Listing 4 (Letter grid storage and set-up).", number-from: 86)
```miniscript
// 2D array to keep track of the tiles that belong in each
// row and column of the grid. Indexed first by column,
// and within a column indexed bottom-up, so within a column
// we can easily remove something and the rest shift down.
grid = list.init2d(kCols, kRows)
makeSprite = function(letter)
gfx.fillRect 0, 0, 40, 40, color.clear
drawBlock letter, 0, 0
spr = new Tile
spr.image = gfx.getImage(0, 0, 40, 40)
spr.letter = letter
return spr
end function
letterSprites = {} // key: letter; value: Tile
for code in range("A".code, "Z".code)
gfx.clear
c = char(code)
if c == "Q" then c = "Qu"
letterSprites[c] = makeSprite(c)
end for
gfx.clear
display(4).mode = displayMode.sprite
spriteDisp = display(4)
spriteDisp.clear
newTile = function(col, row)
tile = new letterSprites[randomLetter]
tile.target = {"x":0, "y":0} // make sure tile has its own target map
spriteDisp.sprites.push tile
tile.goToGridPos col, row
tile.x = tile.target.x
tile.y = tile.target.y + 500 + 50 * rnd + 100*row
grid[col][row] = tile
return tile
end function
for col in range(0, kCols-1)
for row in range(0, kRows-1)
newTile col, row
end for
end for
```
This code uses the `list.init2d` method from the `listUtil` module to initialize a two-dimensional array, that is, a list of lists. It's stored in global variable `grid`, and to get to any particular Tile, you index into this twice: `grid[c][r]` gets you the Tile in column `c` and row `r`. Columns start at 0 on the l...
The `makeSprite` function does what we did by hand earlier: it draws the given letter into the `gfx` PixelDisplay, then grabs that image and assigns it to a freshly created Tile. To save time later on, we do this once for each letter in the loop on lines 102-107. Also notice the special trick we do on line 105, where...
Lines 110-112 just set up the sprite display, and the `newTile` function starting on line 114 creates a new tile, with a random letter (using the `randomLetter` function we made earlier), and stores it in `grid`. It also tells the tile to go to its grid position, but then on lines 119-120, sets its *current* position ...
Finally, the nested `for` loops at the end of Listing 4 call `newTile` for every row and column, creating our initial grid of tiles. Our program does not yet have a main loop to make them animate, so after you enter all that and run it, let's test it out by manually entering, on the REPL command line:
```terminal
]while true; Tile.updateAll; yield; end while
```
PRINT>This should cause all the tiles to slide neatly down from the top of the screen. The final result should look something like the image on the next page.
EBOOK>This should cause all the tiles to slide neatly down from the top of the screen. The final result should look something like the image below.
{width: "80%"}
![Things have fallen into place.](WordGameGridTest.png)
{pageBreak}
And we're going to stop there for today. You've worked hard and made a great start on your most complex program yet — you deserve a break!
A> **Chapter Review**
A> - You explored the `englishWords.txt` file included with Mini Micro.
A> - You learned how to use your coding powers to get answers about large datasets.
A> - You wrote code to load the word set, draw tiles, turn those into sprites, and animate them into place.
{chapterHead: "Day 24: Word-Find Game", startingPageNum:293}
{width: "50%"}
![](Chapter24.svg)
Q> When to use iterative development? You should use iterative development only on projects that you want to succeed.
Q>— Martin Fowler (software developer and author)
A> **Chapter Objectives**
A> - Finish the word game we started yesterday.
A> - Get practice at making sprites interact with the mouse.
A> - Learn techniques for debugging with a Read, Eval, Print Loop.