I'm currently working on a basic four in a row game for myself, but I'm rather stuck at the logic behind it.
Currently I have this multi-dimensional array that represents the board
[
[0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0]
]
0
would represent an empty slot, while 1
and 2
represent a player.
So let's say after a while you get this array:
[
[0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 1, 0, 0],
[0, 0, 0, 1, 1, 0, 0],
[0, 0, 1, 2, 2, 2, 0],
[0, 1, 2, 2, 1, 2, 0]
]
How can I write the logic to check if there are four in a row? Calculating it for horizontal and vertical ones seem rather easy (although still figuring out the best way), but how would I do this for diagonal lines?
Best bet is to probably divide the search space into four:
then limit your starting and ending coordinates based on the direction.
For example, let's say your array is board[row=0-5][col=0-6]
with board[0][0]
at the top left.
First vertical (loops are inclusive at both ends in this pseudo-code):
for row = 0 to 2:
for col = 0 to 6:
if board[row][col] != 0 and
board[row][col] == board[row+1][col] and
board[row][col] == board[row+2][col] and
board[row][col] == board[row+3][col]:
return board[row][col]
This limits the possibilities to only those that don't extend off the edge of the board, a problem most solutions have when they simplistically start by checking each cell and going out in all directions from there. By that, I mean there's no point checking a start row of 3, simply because that would involve rows 3, 4, 5 and 6 (the latter which does not exist).
Similarly, for horizontal:
for row = 0 to 5:
for col = 0 to 3:
if board[row][col] != 0 and
board[row][col] == board[row][col+1] and
board[row][col] == board[row][col+2] and
board[row][col] == board[row][col+3]:
return board[row][col]
For right and down, followed by right and up:
for row = 0 to 2:
for col = 0 to 3:
if board[row][col] != 0 and
board[row][col] == board[row+1][col+1] and
board[row][col] == board[row+2][col+2] and
board[row][col] == board[row+3][col+3]:
return board[row][col]
for row = 3 to 5:
for col = 0 to 3:
if board[row][col] != 0 and
board[row][col] == board[row-1][col+1] and
board[row][col] == board[row-2][col+2] and
board[row][col] == board[row-3][col+3]:
return board[row][col]
Now, you could actually combine those two by making for col = 0 to 3
the outer loop and only doing it once rather than twice but I actually prefer to keep them separate (with suitable comments) so that it's easier to understand. However, if you're addicted to performance, you can try:
for col = 0 to 3:
for row = 0 to 2:
if board[row][col] != 0 and
board[row][col] == board[row+1][col+1] and
board[row][col] == board[row+2][col+2] and
board[row][col] == board[row+3][col+3]:
return board[row][col]
for row = 3 to 5:
if board[row][col] != 0 and
board[row][col] == board[row-1][col+1] and
board[row][col] == board[row-2][col+2] and
board[row][col] == board[row-3][col+3]:
return board[row][col]
Then, if no wins were found in the four possible directions, simply return 0
instead of the winner 1
or 2
.
So, for example, your sample board:
row
0 [0, 0, 0, 0, 0, 0, 0]
1 [0, 0, 0, 0, 0, 0, 0]
2 [0, 0, 0, 1, 1, 0, 0]
3 [0, 0, 0, 1, 1, 0, 0]
4 [0, 0, 1, 2, 2, 2, 0]
5 > [0, 1, 2, 2, 1, 2, 0]
^
0 1 2 3 4 5 6 <- col
would detect a winner in the right and up loop where the starting cell was {5,1}
because {5,1}
, {4,2}
, {3,3}
and {2,4}
are all set to 1
.
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