I have been looking all around this site and all the tutorials it has pointed me to. But, I have not found a really explanation of an Matrix, and how to use one. I know how to make one and they work well for map layouts. But I do not know how to use them as a map. Can some one point me in the right direction or show me some thing I have over looked.
Give http://tifreakware.net/tutorials/83p/b/tifw/les8.htm a look, see if that doesn't help give you a general idea on what you are looking to do. =]
Basically, they're a two-dimensional array of values; the normal system is to use each element in the array to represent a character or tile in a two-dimensional map.
Matrices are fun Accessing elements is somewhat a PITA imo. Matrices work kind of like the Output() command. As in, (1,1) is the top left hand corner, and you work downwards and to the right. (3,1) is the third element down, and the 1st to the right. Also, read TiFreak's tutorial still
Edit: Oh, and changing the dimensions of a matrix is a little awkward too. If you have matrix A , and it is 5 wide and 3 tall, dim([A]) would return {3,5} (note how it is in list form). To make matrix A 4 tall and 6 wide, {3,6}->Dim([A])
Edit: Oh, and changing the dimensions of a matrix is a little awkward too. If you have matrix A , and it is 5 wide and 3 tall, dim([A]) would return {3,5} (note how it is in list form). To make matrix A 4 tall and 6 wide, {3,6}->Dim([A])
_player1537 wrote:
dim([A])+{0,1}->dim([A
Would that work, make it 1 size larger in the X direction
Hey, I think that actually would! Nice work, that didn't occur to me. Of course, you can omit the ending } character.
Would that work, make it 1 size larger in the X direction
@Qazz: I suppose it does, but you also need to toss a sub() command in as well. Sonlen's the new up-and-coming expert on that.
Code:
For(A,0,1
For(B,0,1
End
End
That doesn't create a map. Also depends on your definition of maps, Pokemon can't be made with a couple loops determining what is in it. Also depends on what type of map.
Edit: I thought I was the string expert >
_player1537 wrote:
Code:
For(A,0,1
For(B,0,1
End
End
That doesn't create a map. Also depends on your definition of maps, Pokemon can't be made with a couple loops determining what is in it. Also depends on what type of map.
Code:
dim([A]->L1
For(A,1,L1(1
For(B,1,L1(2
Output(A,B,sub(" 8",[A](A,B
End
End
_player1537 wrote:
Actually, I thought he meant the creating of the data from a matrix... woops.
Oh, I assumed he meant rendering a map from a matrix, or interpreting a matrix as a map. Qazz, can you confirm what you meant?
I thought it was creating a matrix because that's what I used in that RPG program. It was for making a border around the map. Zerocode, do you understand matrices yet? If not, ask
KermMartian wrote:
_player1537 wrote:
dim([A])+{0,1}->dim([A
Would that work, make it 1 size larger in the X direction
Hey, I think that actually would! Nice work, that didn't occur to me. Of course, you can omit the ending } character.
Would that work, make it 1 size larger in the X direction
@Qazz: I suppose it does, but you also need to toss a sub() command in as well. Sonlen's the new up-and-coming expert on that.
lol, I remember that XD
Anakclusmos wrote:
i find it faster, easier, and more size efficient to use strings for maps instead of matrices
Indeed, as many people do. It's really up to whichever the programmer feels more comfortable with, plus in many cases one of the two is the better method. Raylin wrote:
Matrices usually are hassle-free when it comes to hit detection.
Aye, that's one of their big advantages. It's easier to grab [A](5,5) than sub(Str1,5*16+5,1. Register to Join the Conversation
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