The pieces are placed in order as the green traingles are touched. The peices are stored in a box below the table and the triangles are swapped to that location when the triangle is touched. Next I'm starting to work on the seating and makeing the game play depended on two avatars seated on the "chairs". The little green button on the left resets the entire board.
Here is some code to move a piece to a specific location on the board.
MoveLinkToPos(integer iLinkNum, integer posWhere)
{
key rootKey = llGetLinkKey(1);
list params = llGetPrimitiveParams([PRIM_SIZE]);
vector sz = llList2Vector(params,0);
//llOwnerSay("area size = "+(string)sz);
integer px = posWhere / 3;
integer py = posWhere % 3;
//llOwnerSay(" px="+(string)px+" py="+(string)py);
// set the position of the piece to 0,0
float sqr_x_size = sz.x / 3;
float sqr_y_size = sz.y / 3;
//llOwnerSay(" sqr_x_size="+(string)sqr_x_size+" sqr_y_size="+(string)sqr_y_size);
vector p = < (sqr_x_size * px) - (sz.x/2) + (sqr_x_size/2),
(sqr_y_size * py) - (sz.y/2) + (sqr_y_size/2),
0.051 >;
//llOwnerSay(" new pos = "+(string)p);
llSetLinkPrimitiveParams(iLinkNum,[PRIM_POSITION,p]);
}
Most of this code was outlined in post #4. I just consolidated it into a function.
And some code to move a piece into the storage box.
MoveLinkToStorage(integer iLinkNum)
{
llSetLinkPrimitiveParams(iLinkNum,[PRIM_POSITION,vStorage]);
}
When the game starts up I store the location of all the buttons.
for (i=2;i<=iNumPrims+1;i++)
{
string stName = llGetLinkName(i);
key keyObj = llGetLinkKey(i);
list a = llGetObjectDetails(keyObj,([OBJECT_POS]));
vector p = llList2Vector(a,0) - regionPos;
if (stName=="movebtn")
{
btnlinks = llListInsertList(btnlinks,[i],0);
}
else if (stName=="xtile") ....
}
ShowAllBtns();
Here is the ShowAllBtns function.
ShowAllBtns()
{
integer itmp;
integer btnnum=0;
integer btnlinknum;
integer pos = 0;
vector v;
for (;pos<9;pos++)
{
itmp = llList2Integer(board,pos);
if (itmp==-1)
{
btnlinknum = llList2Integer(btnlinks,btnnum);
//llOwnerSay("move linkbtn="+(string)btnlinknum+" to pos="+(string)pos);
MoveLinkToPos(btnlinknum,pos);
btnnum++;
}
else
{
btnlinknum = -1;
}
//llOwnerSay(" adding btnlinknum="+(string)btnlinknum+" at pos="+(string)pos);
btnpositions = llListReplaceList(btnpositions,[btnlinknum],pos,pos);
}
//llOwnerSay("btnpositions="+(string)btnpositions);
// move the rest of the buttons to the storage
for (;btnnum<9;btnnum++)
{
btnlinknum = llList2Integer(btnlinks,btnnum);
MoveLineToStorage(btnlinknum);
}
}
I'm going through all the board positions looking for a -1 meaning that the location doesn't already have a piece. If it doesn't, I move the first (then next) button to that location and save which button is at that point in the btnpositions list. At the end I move the rest of the buttons that were not used to storage so they are not visible. Using this list, when a button is touched we can convert the link number given by the touch event into a position on the board by traversing the btnpositions list.
integer FindBtnPos(integer iLinkNum)
{
integer count = llGetListLength(btnpositions);
integer itmp;
integer i=0;
for (;i<9;i++)
{
itmp = llList2Integer(btnpositions,i);
//llOwnerSay("btn at pos "+(string)i+" = "+(string)itmp);
if (itmp==iLinkNum)
{
return i;
}
}
return -1;
}
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