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  1. #1
    Regular Coder Taro's Avatar
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    Oct 2011
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    Geraldton, Ontario
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    Tic-Tac-Toe detecting 3-in-a-row programming

    Hello,

    I've been developing a Tic-Tac-Toe game using Gamemaker. I have a problem with detecting if any 3 'X' makes a diagonal, column, or row. Here is the simplified code for taking turns between 'X' and 'O'.

    Code:
    Information about object: obj_?
    
    Sprite: spr_?
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    set the score to 0
    set the information in the window caption:
     show score with caption _turns: 
     don't show lives with caption _Lives: 
     don't show health with caption _health: 
    
    Mouse Event for Left Pressed:
    set the sprite to spr_?_3 with subimage image_index and speed 1
    
    Mouse Event for Right Pressed:
    set the sprite to spr_?_3 with subimage image_index and speed 1
    
    Mouse Event for Left Released:
    if score is equal to 0
          change the instance into object obj_x, not performing events
          set the score to 1
    else
          if score is equal to 1
          save the game in the file savegame
          go to room rm_warning with transition effect <no effect>
    if score is equal to 2
          change the instance into object obj_x, not performing events
          set the score relative to 1
    else
          if score is equal to 3
          save the game in the file savegame
          go to room rm_warning with transition effect <no effect>
    if score is equal to 4
          change the instance into object obj_x, not performing events
          set the score relative to 1
    else
          if score is equal to 5
          save the game in the file savegame
          go to room rm_warning with transition effect <no effect>
    if score is equal to 6
          change the instance into object obj_x, not performing events
          set the score relative to 1
    else
          if score is equal to 7
          save the game in the file savegame
          go to room rm_warning with transition effect <no effect>
    if score is equal to 8
          change the instance into object obj_x, not performing events
          set the score relative to 1
    else
          if score is equal to 9
          save the game in the file savegame
          go to room rm_warning with transition effect <no effect>
    
    Mouse Event for Right Released:
    if score is equal to 1
          change the instance into object obj_o, not performing events
          set the score relative to 1
    else
          if score is equal to 2
          save the game in the file savegame
          go to room rm_warning with transition effect <no effect>
    if score is equal to 3
          change the instance into object obj_o, not performing events
          set the score relative to 1
    else
          if score is equal to 4
          save the game in the file savegame
          go to room rm_warning with transition effect <no effect>
    if score is equal to 5
          change the instance into object obj_o, not performing events
          set the score relative to 1
    else
          if score is equal to 6
          save the game in the file savegame
          go to room rm_warning with transition effect <no effect>
    if score is equal to 7
          change the instance into object obj_o, not performing events
          set the score relative to 1
    else
          if score is equal to 8
          save the game in the file savegame
          go to room rm_warning with transition effect <no effect>
    if score is equal to 0
          display message: Other user goes first in this mode.
    
    Mouse Event for Mouse Enter:
    set the sprite to spr_?_2 with subimage image_index and speed 1
    
    Mouse Event for Mouse Leave:
    set the sprite to spr_? with subimage image_index and speed 1
    One suggestion I was thinking about was to create an object overlay in the specified room, then program a collision with an isolated, differential object.
    I would additionally appreciate any C, C#, or C++ coding as well.

    Code:
    x= obj_1
    y= obj_2
    z= obj_3
    ...
    then
    game_end()
    I was trying to say that object one collides with x at a certain point, then convert it to a number, each assigned to a different point in the room.
    Last edited by Taro; 03-20-2012 at 01:55 AM. Reason: forgot something
    Element ID

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