The GUI doesn't work for that example, but the underlying function does work.
Run scene.my.ra_elemExists([[2, 1], [1, 2], [5, 6]] , [1, 2]) in the console.
For reference:
scene.my.ra_elemExists := (ra, value)=>{
elemExists := false;
n := string.length(ra);
scene.my.xFor(0, n - 1, (i)=>{
ra(i) == value ? {
elemExists = true
} : {}
});
elemExists
};
Question: Are you working on a design that would be an improvement over any in this group?
Answer: No. I'm out of ideas for now. Feel free to make a design that surpasses the rest. Angle variation of the orange link is not an issue. The problem seems to be the non-linearity (dy) at the ends of travel.
Thanks. If I understand you correctly, then the "x" in "Na2xb5" means "from". The added "xb5" would be to remove ambiguity if, before the move, (2) knights of the same color could move to "a2".
@42flowermaster,
I haven't looked into your code yet, but I'm thinking that legal move detection was not a trivial task.
The reason for the mod in SAN is to disambiguate moves where two (or more) identical pieces can move to the same square. In my defense, I thought since "Na2" means knight moves to a2, that the added "xb5" was for disambiguation, which is wrong. In the “Na2xb5” case, the notation would be "Nb5" if there was not another identical knight that could move to b5.
Nice work. I suggest putting the hammer slightly unbalanced when starting the scene, else nothing happens (and no instructions) when the scene is started.
Nice presentation. Easy to use. Fun to play. I found the background slightly distracting. I found the code difficult to follow. The box postStep code appears to be dead. I'm fairly certain nobody cares about the code since the scene works so well.
I concur. All the fire scenes that I checked out were finely tuned for the desired outcome. This scene tries to mimic that but does not attain the realism of the original scenes.
I also noted that the fires were affected by changing sim.frequency. I try to remedy that in this scene.
The reason the coding gets complicated is because it requires a state machine to track which state the scene is in (no balls selected or one ball selected).