07-09-2021, 06:51 AM
Hi,
I just tested them and the rotations are working.
However, in your .lud file you are not defining the facing direction of the piece, so by default, this direction is N.
But in this hex tiling, the direction N is not existing, consequently, the rotations of a non-supported direction are wrong.
To avoid that, you just need to set the facing direction of the piece to whatever you want rotation:0 to correspond.
Here for example, I set this direction to NNE, if you use that in your game, you will see each piece is stepping in the expected rotated direction (according to NNE).
Concerning your .lud description with the (sites Distance ....), I also tried it. The rotation is taking into account for the first step move, but after that, only the forward direction of the piece (without rotation) is used for the rest of the steps of the ludeme. So this is probably not doing what you expect here.
I am going to look if I can keep the initial rotation state of the "from" site for the rest of the computation.
Regards,
Eric
I just tested them and the rotations are working.
However, in your .lud file you are not defining the facing direction of the piece, so by default, this direction is N.
But in this hex tiling, the direction N is not existing, consequently, the rotations of a non-supported direction are wrong.
To avoid that, you just need to set the facing direction of the piece to whatever you want rotation:0 to correspond.
Here for example, I set this direction to NNE, if you use that in your game, you will see each piece is stepping in the expected rotated direction (according to NNE).
Code:
(piece "Disc" Each NNE
(move Step
Forward
(to if:(is Empty (to)))
)
)
Concerning your .lud description with the (sites Distance ....), I also tried it. The rotation is taking into account for the first step move, but after that, only the forward direction of the piece (without rotation) is used for the rest of the steps of the ludeme. So this is probably not doing what you expect here.
I am going to look if I can keep the initial rotation state of the "from" site for the rest of the computation.
Regards,
Eric