meowmeow | MeowMeow - A Toy File Encoder/Decoder

 by   JnyJny C Version: Current License: No License

kandi X-RAY | meowmeow Summary

kandi X-RAY | meowmeow Summary

meowmeow is a C library. meowmeow has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

This project implements two commands in C, meow and unmeow, that will encode and decode a file in the MeowMeow encoding scheme. While not intended to be useful in and of itself, the program is an example of how to structure a small to medium sized C command-line program.
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            kandi-support Support

              meowmeow has a low active ecosystem.
              It has 16 star(s) with 4 fork(s). There are no watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 3 have been closed. On average issues are closed in 1 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of meowmeow is current.

            kandi-Quality Quality

              meowmeow has no bugs reported.

            kandi-Security Security

              meowmeow has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              meowmeow does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              meowmeow releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            Community Discussions

            QUESTION

            Why is the AI vibrating when it moves
            Asked 2021-May-13 at 06:09
            let playerX;
            let playerY;
            let playerSize = 15;
            let playerSpeed = (playerSize / Math.pow(playerSize, 1.44)) * 10;
            let Newcelltimer = 0;
            let cell = []
            let zoom = 1;
            let n = 0;
            let Xgrid = 600;
            let Ygrid = 600;
            let cpu = [];
            let x = 0;
            let y = 10;
            let OffSetX = [];
            let OffSetY = [];
            let CPUteam = 2;
            
            function setup() {
              smooth();
              frameRate(999)
              createCanvas(600, 450);
              playerX = 500;
              playerY = 100;
            
            }
            
            function draw() {
              let cellDist = [];
              let cpuDist = [];
              background(220);
              push();
              //Changes the FOV depending on your size
              let Newzoom = 10 / playerSize
              let newnewZoom = 1.3 * lerp(0.9, 10 / playerSize, 0.5)
              Newzoom = lerp(zoom, Newzoom, 0.3)
              translate(Xgrid / 2, Ygrid / 2 - 50);
              scale(newnewZoom)
              translate(-playerX, -playerY);
            
              // Player's speed
              playerSpeed = round((playerSize / Math.pow(playerSize, 1.44)) * 10000) / 1000
              Newcelltimer++;
            
              //Adds in new cells
              if (Newcelltimer % 40 == 0) {
                cell.push(ceil(random(0 - Xgrid, 2 * Xgrid)),
                ceil(random(0 - Ygrid, 2 * Ygrid)))
              }
              //Adds in new AI's
              if (Newcelltimer % 200 == 0) {
                cpu.push(ceil(random(-Xgrid, 2 * Xgrid)), ceil(random(-Ygrid, 2 * Ygrid)), 20, CPUteam)
                OffSetX.push(ceil(random(0, 1000000)))
                OffSetY.push(ceil(random(1000000, 2000000)))
                CPUteam++;
              }
              //Creates AI when you start playing
              if (Newcelltimer == 1 || Newcelltimer == 2) {
                cpu.push(ceil(random(-Xgrid, 2 * Xgrid)), ceil(random(-Ygrid, 2 * Ygrid)), 20, CPUteam)
                OffSetX.push(ceil(random(0, 1000000)))
                OffSetY.push(ceil(random(1000000, 2000000)))
            
                cell.push(ceil(random(0 - Xgrid, 2 * Xgrid)),
                ceil(random(0 - Ygrid, 2 * Ygrid)))
                CPUteam++;
              }
              //Checks if cell is eaten
              for (let i = 0; i < cell.length / 2; i++) {
                let d = int(dist(cell[i * 2], cell[i * 2 + 1], playerX, playerY))
                if (d <= playerSize / 2) {
                  playerSize += 5;
                  cell.splice(i * 2, 2)
                  celliseaten = true;
                }
                else{
                  fill(0,255,255,180);
                  circle(i*2,i*2+1,8);
                }
              }
              //The cells disappear after a bit
              if (Newcelltimer % 200 == 0) {
                cell.splice(0, 2)
              }
            
              //Everything to do with the AI system
              for (let j = 0; j < (cpu.length / 4); j++) {
            
                let cpuDist = [];
            
                let distance = int(dist(cpu[j * 4], cpu[j * 4 + 1], playerX, playerY)) //Distance between AI and player
                if (distance <= playerSize / 2 && cpu[j * 4 + 2] < playerSize) {
                  playerSize += floor(cpu[j * 4 + 2]);
                  cpu.splice(j * 4, 4)
                }
                else if(distance<=cpu[j*4+2]/2&&cpu[j*4+2] cpu[j * 4 + 2]) ? cpu[m * 4 + 2] : cpu[j * 4 + 2];
            
                      if (higher > distant) {
                        if (cpu[m * 4 + 2] > cpu[j * 4 + 2]) {
                          cpu[m * 4 + 2] += cpu[j * 4 + 2]
                          cpu.splice(j * 4, 4)
                        } else {
                          cpu[j * 4 + 2] += cpu[m * 4 + 2]
                          cpu.splice(m * 4, 4)
                        } //Else
                      } //If
                      //If AI didn't eat another AI, return the distance
                      else {
                        cpuDist.push(distant);
                      } //Else
                    } //If
                  } //If
                } //For
            
                let ClosestCpu = min(cpuDist);
                let ClosestCpupos;
                //Index value of the closest cpu (NOT WORKINGS)
                for (var q = 0; q < cpu.length / 4; q++) {
                  if (ClosestCpu == int(dist(cpu[q * 4], cpu[q * 4 + 1], cpu[j * 4], cpu[j * 4 + 1]))) {
                    ClosestCpupos = q;
                    break;
                  }
                }
                //Checks if AI ate cell
                for (let n = 0; n < cell.length / 2; n++) {
                  let dis = int(dist(cell[n * 2], cell[n * 2 + 1], cpu[j * 4], cpu[j * 4 + 1]))
                  if (dis <= cpu[j * 4 + 2] / 2) {
                    cpu[j * 4 + 2] += 5;
                    cell.splice(n * 2, 2)
                  } else {
                    //If it didn't eat the cell, does the same idea with the AI from before
                    cellDist.push(dis)
                  }
                }
                let ClosestCell = min(cellDist);
                let ClosestCellpos;
                for (let r = 0; r < cell.length / 2; r++) {
                  if (ClosestCell == int(dist(cell[r * 2], cell[r * 2 + 1], cpu[j * 4], cpu[j * 4 + 1]))) {
                    ClosestCellpos = r;
                    break;
                  }
                }
                //AI sppeed
                let amp = round((cpu[j * 4 + 2] / Math.pow(cpu[j * 4 + 2], 1.44)) * 70000) / 7000;
            
                if (dist(playerX, playerY, cpu[j * 4], cpu[j * 4 + 1]) < 150 && playerSize > cpu[j * 4 + 2]) {
            
                  let distXpos = cpu[j * 4]-playerX;
                  let distYpos = cpu[j * 4 + 1]-playerY;
            
                  let higherVal = (abs(distXpos) > abs(distYpos)) ? distXpos : distYpos;
            
                  let MultVal = 150/abs(higherVal);
            
                  distXpos*=MultVal;
                  distYpos*=MultVal;
            
                  distXpos = map(distXpos, -150, 150, -1, 1);
                  distYpos = map(distYpos, -150, 150, -1, 1);
                  cpu[j * 4] += distXpos * amp;
                  cpu[j * 4 + 1] += distYpos * amp;
                } else if (dist(playerX, playerY, cpu[j * 4], cpu[j * 4 + 1]) < 150 && playerSize < cpu[j * 4 + 2]) {
                  let distXpos = cpu[j * 4]-playerX;
                  let distYpos = cpu[j * 4 + 1]-playerY;
            
                  let higherVal = (abs(distXpos) > abs(distYpos)) ? distXpos : distYpos;
            
                  let MultVal = 150/abs(higherVal);
            
                  distXpos*=MultVal;
                  distYpos*=MultVal;
            
                  distXpos = map(distXpos, -150, 150, -1, 1);
                  distYpos = map(distYpos, -150, 150, -1, 1);
                  cpu[j * 4] -= distXpos * amp;
                  cpu[j * 4 + 1] -= distYpos * amp; 
                } 
                else if (dist(cpu[ClosestCpupos * 4], cpu[ClosestCpupos * 4 + 1], cpu[j * 4], cpu[j * 4 + 1]) < 150 && cpu[j * 4 + 2] > cpu[ClosestCpupos * 4 + 2]) {
            
                  let distXpos = cpu[ClosestCpupos * 4] - cpu[j * 4];
                  let distYpos = cpu[ClosestCpupos * 4 + 1] - cpu[j * 4 + 1];
            
                  let higherVal = (abs(distXpos) > abs(distYpos)) ? distXpos : distYpos;
            
                  let MultVal = 150/abs(higherVal);
            
                  distXpos*=MultVal;
                  distYpos*=MultVal;
            
                  distXpos = map(distXpos, -150, 150, -1, 1);
                  distYpos = map(distYpos, -150, 150, -1, 1);
                  cpu[j * 4] += distXpos * amp;
                  cpu[j * 4 + 1] += distYpos * amp;
                } else if (dist(cpu[ClosestCpupos * 4], cpu[ClosestCpupos * 4 + 1], cpu[j * 4], cpu[j * 4 + 1]) < 150 && cpu[j * 4 + 2] > cpu[ClosestCpupos * 4 + 2]) {
            
                  let distXpos = cpu[ClosestCpupos * 4] - cpu[j * 4];
                  let distYpos = cpu[ClosestCpupos * 4 + 1] - cpu[j * 4 + 1];
            
                  let higherVal = (abs(distXpos) > abs(distYpos)) ? distXpos : distYpos;
            
                  let MultVal = 150/abs(higherVal);
            
                  distXpos*=MultVal;
                  distYpos*=MultVal;
            
                  distXpos = map(distXpos, -150, 150, -1, 1);
                  distYpos = map(distYpos, -150, 150, -1, 1);
                  cpu[j * 4] -= distXpos * amp;
                  cpu[j * 4 + 1] -= distYpos * amp;
                } else if (dist(cell[ClosestCellpos * 2], cell[ClosestCellpos * 2 + 1], cpu[j * 4], cpu[j * 4 + 1]) < 150) {
            
                  let distXpos = cell[ClosestCellpos * 2] - cpu[j * 4];
                  let distYpos = cell[ClosestCellpos * 2 + 1] - cpu[j * 4 + 1];
            
                  let higherVal = (abs(distXpos) > abs(distYpos)) ? distXpos : distYpos;
            
                  let MultVal = 150/abs(higherVal);
            
                  distXpos*=MultVal;
                  distYpos*=MultVal;
            
                  distXpos = map(distXpos, -150, 150, -1, 1);
                  distYpos = map(distYpos, -150, 150, -1, 1);
                  cpu[j * 4] += distXpos * amp;
                  cpu[j * 4 + 1] += distYpos * amp;
                } else {
                  x += 0.003;
                  y += 0.003;
                  let offsetX = map(noise(x + OffSetX[j]), 0, 1, -1, 1) * amp;
                  let offsetY = map(noise(y + OffSetY[j]), 0, 1, -1, 1) * amp;
                  cpu[j * 4] += offsetX;
                  cpu[j * 4 + 1] += offsetY;
                }
                if (cpu[j * 4 + 3] % 2 == 0) {
                  fill(0, 0, 255)
                  circle(cpu[j * 4], cpu[j * 4 + 1], cpu[j * 4 + 2]);
                } else {
                  fill(255, 0, 0)
                  circle(cpu[j * 4], cpu[j * 4 + 1], cpu[j * 4 + 2])
                } // Else
              } //Cpu for
            
            
              //Draws player
              fill(255, 255, 0)
              circle(playerX, playerY, playerSize)
              pop();
            }
            
            ...

            ANSWER

            Answered 2021-May-12 at 19:02

            This is happening because the AI moves more quickly and more efficiently than the player. Suppose the CPU moves 3 pixels per frame and the player moves 1. Now consider the following:

            • The CPU is 149 pixels away from the player, so it moves 3 pixels away from the player and the player moves 1 pixel toward the CPU
            • Next frame: CPU is 151 pixels away, so it reverts to its normal behavior.
            • Next frame: the player has moved closer, so it reverts to being chased.
            • repeat

            This alternating between states is what causes the vibration you see. How do you solve this? One solution is to give each CPU a boolean value for being chased. You can set this to true when the CPU comes within 150 of the player, and then set it back to false when it gets to be 200 away. That way, it won't oscillate because it needs to move 50 pixels in order to change behavior. In order to do this, you need to change all of the instances of j * 4 to j * 5 and give cpu[j * 5 + 4] an initial boolean value. Here's my solution for testing:

            Source https://stackoverflow.com/questions/67508523

            QUESTION

            Why does it instantly have the player lose
            Asked 2021-May-04 at 12:54
            var playerX;
            var playerY;
            var playerSize = 15;
            var playerSpeed = (playerSize / Math.pow(playerSize, 1.44)) * 10;
            var Newcelltimer = 0;
            var cell = []
            var cellEaten = 0;
            var celliseaten = false;
            var eaten = false;
            var zoom = 1;
            var n = 0;
            var Xgrid = 600;
            var Ygrid = 600;
            var cpu = [];
            var x = 0;
            var y = 10;
            var z = 100;
            var OffSetX = [];
            var OffSetY = [];
            var lost = false;
            var CPUteam = 2;
            
            function setup() {
              smooth();
              frameRate(999)
              createCanvas(600, 450);
              playerX = 500;
              playerY = 100;
            
            }
            
            function draw() {
              var TotalBlue = 0;
              var TotalRed = 0;
              var Total = 0;
              var cellDist = [];
              if (lost) {
                noLoop()
                fill(255)
                textSize(40)
                background(0)
                text("You lost", width / 2.5, height / 2)
                textSize(20)
                text("Final Board: ", 350, 60)
              } else {
                background(220);
                push();
            
                var Newzoom = 10 / playerSize
                let newnewZoom = 1.3 * lerp(0.9, 10 / playerSize, 0.5)
                Newzoom = lerp(zoom, Newzoom, 0.3)
                translate(Xgrid / 2, Ygrid / 2 - 50);
                scale(newnewZoom)
                translate(-playerX, -playerY);
            
            
                playerSpeed = round((playerSize / Math.pow(playerSize, 1.44)) * 10000) / 1000
                Newcelltimer++;
            
                if (Newcelltimer % 40 == 0) {
                  cell.push(ceil(random(0 - Xgrid, 2 * Xgrid)),
                    ceil(random(0 - Ygrid, 2 * Ygrid)))
                }
            
                if (Newcelltimer % 200 == 0) {
                  cpu.push(ceil(random(-Xgrid, 2 * Xgrid)), ceil(random(-Ygrid, 2 * Ygrid)), 20, CPUteam)
                  OffSetX.push(ceil(random(0, 1000000)))
                  OffSetY.push(ceil(random(1000000, 2000000)))
                  CPUteam++;
                }
                if (Newcelltimer == 1 || Newcelltimer == 2) {
                  cpu.push(ceil(random(-Xgrid, 2 * Xgrid)), ceil(random(-Ygrid, 2 * Ygrid)), 20, CPUteam)
                  OffSetX.push(ceil(random(0, 1000000)))
                  OffSetY.push(ceil(random(1000000, 2000000)))
                  CPUteam++;
                }
                //Checks if player Ate cell
                for (var i = 0; i < cell.length / 2; i++) {
                  let d = int(dist(cell[i * 2], cell[i * 2 + 1], playerX, playerY))
                  if (d <= playerSize / 2) {
                    playerSize += 5;
                    cell.splice(i * 2, 2)
                    celliseaten = true;
                  }
                }
                if (keyIsDown(UP_ARROW) && playerY > 0 - Ygrid) {
                  playerY -= playerSpeed;
                }
                if (keyIsDown(RIGHT_ARROW) && playerX < 2 * Xgrid) {
                  playerX += playerSpeed;
                }
                if (keyIsDown(DOWN_ARROW) && playerY < 2 * Ygrid) {
                  playerY += playerSpeed;
                }
                if (keyIsDown(LEFT_ARROW) && playerX > 0 - Xgrid) {
                  playerX -= playerSpeed;
                }
            
                if (Newcelltimer % 200 == 0) {
                  cell.splice(0, 2)
                }
                for (var j = 0; j < (cpu.length / 4); j++) {
                  var cpuDist = [];
                  //Checks if AI ate cell
                  for (var n = 0; n < cell.length / 2; n++) {
            
                    let dis = int(dist(cell[n * 2], cell[n * 2 + 1], cpu[j * 4], cpu[j * 4 + 1]))
                    if (dis <= cpu[j * 4 + 2] / 2) {
                      cpu[j * 4 + 2] += 5;
                      cell.splice(n * 2, 2)
                    } else {
                      cellDist.push(dis)
                    }
                  }
                  var ClosestCell = min(cellDist);
                  var ClosestCellpos;
                  for (var r = 0; r < cell.length / 2; r++) {
                    if (ClosestCell == dist(cpu[j * 4], cpu[j * 4 + 1], cell[r * 2], cell[r * 2 + 1])) {
                      ClosestCellpos = r;
                      break;
                    }
                  }
            
                  let amp = round((cpu[j * 4 + 2] / Math.pow(cpu[j * 4 + 2], 1.44)) * 10000) / 1000;
                  if (r < 100 && dist(playerX, playerY, cpu[j * 4], cpu[j * 4 + 1]) > 100 || cpu[j * 4 + 2] > playerSize) {
                    var disXpos = cell[r * 2] - cpu[j * 4];
                    var disYpos = cell[r * 2 + 1] - cpu[j * 4 + 1];
            
                    disXpos = map(disXpos, -100, 100, -1, 1);
                    disYpos = map(disYpos, -100, 100, -1, 1);
                    cpu[j * 4] += disXpos * amp;
                    cpu[j * 4 + 1] += disYpos * amp;
                  } else {
                    x += 0.003;
                    y += 0.003;
                    let offsetX = map(noise(x + OffSetX[j]), 0, 1, -1, 1) * amp;
                    let offsetY = map(noise(y + OffSetY[j]), 0, 1, -1, 1) * amp;
                    cpu[j * 4] += offsetX;
                    cpu[j * 4 + 1] += offsetY;
                  }
                  //Draws the AI's
                  if (cpu[j * 4 + 3] % 2 == 0) {
                    fill(0, 0, 255)
                    circle(cpu[j * 4], cpu[j * 4 + 1], cpu[j * 4 + 2]);
                  } else {
                    fill(255, 0, 0)
                    circle(cpu[j * 4], cpu[j * 4 + 1], cpu[j * 4 + 2])
                  }
                  //Checks if player ate AI or vice versa
                  let distance = int(dist(cpu[j * 4], cpu[j * 4 + 1], playerX, playerY))
                  if (distance <= playerSize / 2 && cpu[j * 4 + 2] < playerSize) {
                    playerSize += floor(cpu[j * 4 + 2]);
                    cpu.splice(j * 4, 4)
                  }
                  if (distance <= cpu[j * 4 + 2] && cpu[j * 4 + 2] > playerSize) {
                    lost = true;
                  }
            
                  //Checks if one AI eats another
                  for (var m = 0; m < cpu.length / 4; m++) {
                    if (m != j) {
                      if (cpu[j * 4 + 3] % 2 != cpu[m * 4 + 3] % 2) {
                        distant = dist(cpu[m * 4], cpu[m * 4 + 1], cpu[j * 4], cpu[j * 4 + 1])
                        let higher = (cpu[m * 4 + 2] > cpu[j * 4 + 2]) ? cpu[m * 4 + 2] : cpu[j * 4 + 2]
            
                        if (higher > distant) {
                          if (cpu[m * 4 + 2] > cpu[j * 4 + 2]) {
                            cpu[m * 4 + 2] += cpu[j * 4 + 2]
                            cpu.splice(j * 4, 4)
                          } else {
                            cpu[j * 4 + 2] += cpu[m * 4 + 2]
                            cpu.splice(m * 4, 4)
                          } //Else
                        } // If
                      } //If
                    } //If
                  } //If
                } //Nested For
              } // For
              //Draws all the "cells"
              for (var k = 0; k < cell.length / 2; k++) {
            
                fill(0, 255, 255, 100)
                circle(cell[k * 2], cell[k * 2 + 1], 7)
              }
              //Nothing important, drawing the smiley face character
              fill(255, 255, 0)
              circle(playerX, playerY, playerSize)
              fill(0)
              ellipse(playerX - playerSize / 5, playerY - playerSize / 10, playerSize / 5, playerSize / 3)
              ellipse(playerX + playerSize / 5, playerY - playerSize / 10, playerSize / 5, playerSize / 3)
              arc(playerX, playerY + playerSize / 5, playerSize / 2, playerSize / 5, 0, 3.2, PIE)
              fill(255, 255, 0)
              noStroke()
              arc(playerX, (playerY + playerSize / 5) - 1, playerSize / 2, playerSize / 5, 0, 3.2, PIE)
              stroke(0)
              //Limits the max player size
              if (playerSize >= 3 * Xgrid | playerSize >= 3 * Ygrid) {
                if (Xgrid > Ygrid) {
                  playerSize = 3 * Ygrid;
                } else {
                  playerSize = 3 * Xgrid;
                }
              }
            }
            
            VS
            
            
            var playerX;
            var playerY;
            var playerSize = 15;
            var playerSpeed = (playerSize / Math.pow(playerSize, 1.44)) * 10;
            var Newcelltimer = 0;
            var cell = []
            var cellEaten = 0;
            var celliseaten = false;
            var eaten = false;
            var zoom = 1;
            var n = 0;
            var Xgrid = 600;
            var Ygrid = 600;
            var cpu = [];
            var x = 0;
            var y = 10;
            var z = 100;
            var OffSetX = [];
            var OffSetY = [];
            var lost = false;
            var CPUteam = 2;
            
            function setup() {
              smooth();
              frameRate(999)
              createCanvas(600, 450);
              playerX = 500;
              playerY = 100;
            
            }
            
            function draw() {
              var TotalBlue = 0;
              var TotalRed = 0;
              var Total = 0;
              var cellDist = [];
              if (lost) {
                noLoop()
                fill(255)
                textSize(40)
                background(0)
                text("You lost", width / 2.5, height / 2)
                textSize(20)
                text("Final Board: ", 350, 60)
              } else {
                background(220);
                push();
            
                var Newzoom = 10 / playerSize
                let newnewZoom = 1.3 * lerp(0.9, 10 / playerSize, 0.5)
                Newzoom = lerp(zoom, Newzoom, 0.3)
                translate(Xgrid / 2, Ygrid / 2 - 50);
                scale(newnewZoom)
                translate(-playerX, -playerY);
            
            
                playerSpeed = round((playerSize / Math.pow(playerSize, 1.44)) * 10000) / 1000
                Newcelltimer++;
            
                if (Newcelltimer % 40 == 0) {
                  cell.push(ceil(random(0 - Xgrid, 2 * Xgrid)),
                    ceil(random(0 - Ygrid, 2 * Ygrid)))
                }
            
                if (Newcelltimer % 200 == 0) {
                  cpu.push(ceil(random(-Xgrid, 2 * Xgrid)), ceil(random(-Ygrid, 2 * Ygrid)), 20, CPUteam)
                  OffSetX.push(ceil(random(0, 1000000)))
                  OffSetY.push(ceil(random(1000000, 2000000)))
                  CPUteam++;
                }
                if (Newcelltimer == 1 || Newcelltimer == 2) {
                  cpu.push(ceil(random(-Xgrid, 2 * Xgrid)), ceil(random(-Ygrid, 2 * Ygrid)), 20, CPUteam)
                  OffSetX.push(ceil(random(0, 1000000)))
                  OffSetY.push(ceil(random(1000000, 2000000)))
                  CPUteam++;
                }
                //Checks if player Ate cell
                for (var i = 0; i < cell.length / 2; i++) {
                  let d = int(dist(cell[i * 2], cell[i * 2 + 1], playerX, playerY))
                  if (d <= playerSize / 2) {
                    playerSize += 5;
                    cell.splice(i * 2, 2)
                    celliseaten = true;
                  }
                }
                if (keyIsDown(UP_ARROW) && playerY > 0 - Ygrid) {
                  playerY -= playerSpeed;
                }
                if (keyIsDown(RIGHT_ARROW) && playerX < 2 * Xgrid) {
                  playerX += playerSpeed;
                }
                if (keyIsDown(DOWN_ARROW) && playerY < 2 * Ygrid) {
                  playerY += playerSpeed;
                }
                if (keyIsDown(LEFT_ARROW) && playerX > 0 - Xgrid) {
                  playerX -= playerSpeed;
                }
            
                if (Newcelltimer % 200 == 0) {
                  cell.splice(0, 2)
                }
                for (var j = 0; j < (cpu.length / 4); j++) {
                  var cpuDist = [];
                  //Checks if AI ate cell
                  for (var n = 0; n < cell.length / 2; n++) {
            
                    let dis = int(dist(cell[n * 2], cell[n * 2 + 1], cpu[j * 4], cpu[j * 4 + 1]))
                    if (dis <= cpu[j * 4 + 2] / 2) {
                      cpu[j * 4 + 2] += 5;
                      cell.splice(n * 2, 2)
                    }
                  }
            
                  let amp = round((cpu[j * 4 + 2] / Math.pow(cpu[j * 4 + 2], 1.44)) * 10000) / 1000;
                  x += 0.003;
                  y += 0.003;
                  let offsetX = map(noise(x + OffSetX[j]), 0, 1, -1, 1) * amp;
                  let offsetY = map(noise(y + OffSetY[j]), 0, 1, -1, 1) * amp;
                  cpu[j * 4] += offsetX;
                  cpu[j * 4 + 1] += offsetY;
                  //Draws the AI's
                  if (cpu[j * 4 + 3] % 2 == 0) {
                    fill(0, 0, 255)
                    circle(cpu[j * 4], cpu[j * 4 + 1], cpu[j * 4 + 2]);
                  } else {
                    fill(255, 0, 0)
                    circle(cpu[j * 4], cpu[j * 4 + 1], cpu[j * 4 + 2])
                  }
                  //Checks if player ate AI or vice versa
                  let distance = int(dist(cpu[j * 4], cpu[j * 4 + 1], playerX, playerY))
                  if (distance <= playerSize / 2 && cpu[j * 4 + 2] < playerSize) {
                    playerSize += floor(cpu[j * 4 + 2]);
                    cpu.splice(j * 4, 4)
                  }
                  if (distance <= cpu[j * 4 + 2] && cpu[j * 4 + 2] > playerSize) {
                    lost = true;
                  }
            
                  //Checks if one AI eats another
                  for (var m = 0; m < cpu.length / 4; m++) {
                    if (m != j) {
                      if (cpu[j * 4 + 3] % 2 != cpu[m * 4 + 3] % 2) {
                        distant = dist(cpu[m * 4], cpu[m * 4 + 1], cpu[j * 4], cpu[j * 4 + 1])
                        let higher = (cpu[m * 4 + 2] > cpu[j * 4 + 2]) ? cpu[m * 4 + 2] : cpu[j * 4 + 2]
            
                        if (higher > distant) {
                          if (cpu[m * 4 + 2] > cpu[j * 4 + 2]) {
                            cpu[m * 4 + 2] += cpu[j * 4 + 2]
                            cpu.splice(j * 4, 4)
                          } else {
                            cpu[j * 4 + 2] += cpu[m * 4 + 2]
                            cpu.splice(m * 4, 4)
                          } //Else
                        } // If
                      } //If
                    } //If
                  } //If
                } //Nested For
              } // For
              //Draws all the "cells"
              for (var k = 0; k < cell.length / 2; k++) {
            
                fill(0, 255, 255, 100)
                circle(cell[k * 2], cell[k * 2 + 1], 7)
              }
              //Nothing important, drawing the smiley face character
              fill(255, 255, 0)
              circle(playerX, playerY, playerSize)
              fill(0)
              ellipse(playerX - playerSize / 5, playerY - playerSize / 10, playerSize / 5, playerSize / 3)
              ellipse(playerX + playerSize / 5, playerY - playerSize / 10, playerSize / 5, playerSize / 3)
              arc(playerX, playerY + playerSize / 5, playerSize / 2, playerSize / 5, 0, 3.2, PIE)
              fill(255, 255, 0)
              noStroke()
              arc(playerX, (playerY + playerSize / 5) - 1, playerSize / 2, playerSize / 5, 0, 3.2, PIE)
              stroke(0)
              //Limits the max player size
              if (playerSize >= 3 * Xgrid | playerSize >= 3 * Ygrid) {
                if (Xgrid > Ygrid) {
                  playerSize = 3 * Ygrid;
                } else {
                  playerSize = 3 * Xgrid;
                }
              }
            }
            
            ...

            ANSWER

            Answered 2021-May-04 at 01:49

            The reason the player instantly loses is because the code that the code that checks AI "cpu" distance to player doesn't work correctly.

            Source https://stackoverflow.com/questions/67377039

            QUESTION

            Why does one variable work, while the other one doesn't, and the two variables are very similiar
            Asked 2021-Mar-01 at 19:52

            https://editor.p5js.org/Meowmeow/sketches/b4AhGA4xH

            This is created using a web editor for p5.js. Whenever you make something with j, it has an error message unless you do Cell =>. If you do it with i, there's no error message. The variables i,j are changed in the same places, unless I did something by accident. If I did please point it out, otherways can someone tell me why this happens?

            ...

            ANSWER

            Answered 2021-Mar-01 at 19:52

            The issue is related to generation of the maze. Some cells are twice and some cells are missing in the check array. You must add the next cell to the array instead of the current cell. The current cell contains the previous position in the maze:

            Source https://stackoverflow.com/questions/66428119

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