I am struggling to wrap my head around creating a function to search though a table for matching positions and then replacing the matching value with a new value.

The idea is for a simple racing game. Every time an obstacle/car leaves the screen it is deleted from the table and new obstacle/car is generated with a new position.

The new position is randomly picked from a list of pre-chosen positions. But this means that there are occasions where the obstacles/cars overlap because they have randomly picked the same positions as an existing obstacle/car already in the table of obstacles.

My rough concept of the idea runs like this...

• Create obstacle table
• Create new obstacle
• Check if obstacle table is empty - add new obstacle
• If not empty
-- Loop through table of obstacles and compare x/y pos values
-- If a match is found(overlap) then change the x/y pos of the new
obstacle BEFORE adding it to the table
-- Maybe loop again to perform another check???
P#137800 2023-11-23 05:02 ( Edited 2023-11-23 05:03)

You mention the X/Y pos values of the obstacle, and that you want to check for overlap. This is a bit too vague :
Are objects all of the same size and on a grid or are their coordinates integers ? If so use a 2D array to keep track of what is in what cell.

If all the objects are on screen, you could simply test a pixel color. Note that in this case you might need to use two palette entries with the same color, say one black for the road and one black with another index for the black pixels of your obstacle, so your pixel test can distinguish between black background. and black object.

For example

 `positions = {{x=4,y=5},{x=9,y=4},{x=5,y=5},{x=11,y=9},{x=4,y=5},{x=8,y=4}}`

is not handled the same as

 ```positionsX={4,9,5,11,4,8} positionsY={5,4,5, 9,5,4}```
P#137807 2023-11-23 07:48 ( Edited 2023-11-23 08:00)

My apologies for being vague. The obstacles could be a variety of sizes in the future but for now it's the same size sprite.

Here's my code I have tried thus far:

 ```--obstacles-- function i_obs() tmr_obs=180 obs={} cars={8,24,40,56} gaps={-16,-40,-84,-312} colliding=0 local o for o=1,4 do new_obs() end//for end function u_obs() //start timer local o if tmr_obs>0 then tmr_obs-=1 else for o in all(obs) do o.dy+=scroll_spd-.5 end//for end//if //del obs from obs if off screen for o in all(obs) do if (o.dy>124) then del(obs,o) new_obs() end//if end//for end//u_obs() function d_obs() //shadow local i,o for o in all(obs) do for i=1,15 do pal(i,0) end sspr( o.sx, o.sy, o.sw, o.sh, o.dx, o.dy+2 ) //reset shadow pal() sspr(o.sx,o.sy, o.sw,o.sh, o.dx,o.dy) end//for end//d_obs() function new_obs() //change lanes if overlap local i,o local dx=rnd(lanes) local dy=rnd(gaps) if #obs>0 then for i=1,#obs do if dy>=obs[i].dy-16 or dy<=obs[i].dy+obs[i].sh+16 then if dx==obs[i].dx then colliding+=1 end//if end//if end//for i end//if add(obs,{ dx=dx, dy=dy, sx=rnd(cars), sy=16, sw=10, sh=15 }) end//new_obs() function check_overs() local i,o for i=1,#obs do for o in all(obs) do local x1=o.dx local x2=o.dx+o.sw local y1=o.dy local y2=o.dy+o.sh if obs[i].dx==x1 then if obs[i].dy<=y2 or obs[i].dy+obs[i].sh>=y1 then obs[i].dx=rnd(lanes) end//if end//if end//for o end//for i end//check_overs()```
P#137812 2023-11-23 08:47

I modified a bit the new_obs() function (but i don't remember the last time i used lua, and i can't test it):

 ```function new_obs() //change lanes if overlap local i,o,colliding // locals to the function local dx=rnd(lanes) local dy=rnd(gaps) if #obs>0 then repeat // dx = rnd(lanes) // try different positions dy = rnd(gaps) // colliding = 0 // for i=1,#obs do if dy>=obs[i].dy-16 or dy<=obs[i].dy+obs[i].sh+16 then if dx==obs[i].dx then colliding = 1 end//if end//if end//for i until(colliding < 1) // while overlapping end//if add(obs,{ dx=dx, dy=dy, sx=rnd(cars), sy=16, sw=10, sh=15 }) end//new_obs()```
P#137839 2023-11-23 21:51 ( Edited 2023-11-24 03:23)

Thanks Pablo! I tried it out and it would make the game crash. I had a feeling it was because it became stuck in an endless loop by just continuing to increase the collision variable. So I tried by just assigning 1 to collision if there is an overlap. It has been working great so far now in my testing.

P#137842 2023-11-24 01:42
1

Ah, i edited my post above. I missed the declaration of the variable colliding, it should be local to the function, i saw it and assumed it was declared somewhere.

P#137843 2023-11-24 03:17 ( Edited 2023-11-24 03:18)