[Squeakland] [ANN] Tic Tac Toe with Etoys

Randy Heiland heiland at indiana.edu
Fri Apr 23 00:47:04 UTC 2004


If I knew this, I forgot - how does access the ascii script associated
with a .pr file?  I'd like to learn a few things from this Etoy example.

--Randy

> -----Original Message-----
> From: squeakland-bounces at squeakland.org [mailto:squeakland-
> bounces at squeakland.org] On Behalf Of Markus Gaelli
> Sent: Thursday, April 22, 2004 5:08 PM
> To: squeakland at squeakland.org
> Cc: squeak-ev at lists.squeakfoundation.org; squeak-
> dev at lists.squeakfoundation.org
> Subject: [Squeakland] [ANN] Tic Tac Toe with Etoys
> 
> Hi folks,
> 
> (a bit daring to send it to so many people/lists, but I guess that one
> reason why not so much technical related etoys stuff is sent, is
> because people are too shy to send their comments to more than one
> list, so I hope this is ok...;-))
> 
> After some experiments I found the trick to do a Tic Tac Toe-game
> entirely with Etoys.
> At least a version with human only players, but I nevertheless want it
> to share with you:
> 
> http://www.squeakland.org/project.jsp?http://www.squeakalpha.org:8080/
> super/uploads/TicTacToe.002.pr
> 
> It is altogether 43 lines of code, including the script-headers.
> 
> The idea is to draw some morphs (polygons) which represent the winning
> lines. When a stone is set, the polygons are asked if they overlap it.
> If yes, they add the value of this stone to their internal counter, if
> this counter is not 0 and divisible by 3 we have a winning situation.
> The cross is worth +1 and the circle worth -1.
> Also the number of already set stones is counted so that a draw can be
> detected.
> Enhancing this to 4x4 is quite easy, at least if 4 in a row shall win
> then.
> 
> But if someone has any idea for Gomoku without ending up by having to
> draw a zillion of lines, I'd be interested.
> One idea in that direction would be to give players some kind of
> "radar", where they could look in some specific direction so that they
> can see all their neighbors (of some kind?)
>   in a distance of 1 to n cells, assumed they live in a matrix of
cells.
> As directions there would be only vertical, horizontal and diagonal.
> Simulations like the game of life and general cellular automatons
> should become very easy to do with this approach, so anybody up to
give
> our deaf, dumb and blind players some fast sensors? I did a first
> prototype for that, which is darn slow, but I'd be happy to share that
> code for making it fast.
> Or are there other tricks/views concerning this problem on the way?
> 
> Have fun,
> 
> Markus Gaelli
> 
> For a funny tic tac toe with an analogue computer opponent see:
> http://www.rci.rutgers.edu/~cfs/472_html/Intro/TinkertoyComputer/
> TinkerToy.html
> 
> 
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