Messing around with TI Basic for the Mouse Maze competition... And, running out of memory. How many bytes are there used in a number? Seems bigger than 4 bytes...
The simple answer is the sprite is a mask that allows the characters beneath to be shown through (or not). So, the sprite isn't of the enemy, it's solid where the enemy is not.
Oh wow. That is interesting... probably different than I was working with...
So tricky - once you stumble out of the maze, you're done... Nothing else to be done...
Will you / can you provide a sample maze? Going to make assumptions about the dimensions otherwise?
Really the only thing outstanding are the edges of the maze going to be 1/24, 1/32?
I'm a bit confused about the talk of scanning. If we are scanning the maze before moving, then it's not the mouse doing the work - the mouse is then informed by Google Maps.
Is that really going to be a valid way to operate?
In a modern language working this through... working with very small maps... can't imagine 350 being anywhere near enough.
I think I'm almost done... just gotta make my mouse brain.
So is the 350 total steps or total amount of tracking that can be done? AKA if I step 349 to a dead end, valid to backtrack 348 and find a new path?
I think we need to solidify the rules here a bit - because there seems to be a bit of ambiguity.
Seems like fun though!
I'm thinking it's probably more than that, but I haven't programmed anything in TI in a while... But... I'm just kind of thinking the exit detection is actually going to make it more a game of chance than deterministic...
To make sure I don't miss this... Once you find the exit of the maze, you're done, right? Can't continue to find other paths other than what you know?
Is the exit known to be on the edge or could it be anywhere?
The more I think about it, it gets a little bit tricky. Looks like you can only exit once in round 1... With loops possible, seems like there could be luck in finding the optimal path with no chance to find alternate... Huh.
If loops are possible, then a stack won't work... Definitely makes it more interesting.
Stack will work... Just gotta be careful with it. This could be fun.
This is the coolest! We need to get this integrated into the compiler
Also... Would it be possible to adjust it so that it skips a certain number of sprites? For example, if a player doesn't want their own sprite to flicker at all...
Spoiler here... Does the maze have any restrictions? Aka - only one exit path, no loops, etc? If so, it seems like 2nd run is just a simple stack from the first run and everyone should have similar answers...