Glossary A...B |
A...B |
C...F |
G...O |
P...S |
T...Z |
A*
An
algorithm
for finding the shortest path between two points (or tiles) in a maze, usually
start tile
to
finish tile
, avoiding obstacles or
dead-ends
. A Maze can have more than one shortest path.
Active sprite
A maze wandering
sprite
that is able to alter its environment, ie the maze around it. For instance by pushing obstacle blocks (as in Sokoban), creating or removing pathways, or opening closing gates. This will affect the possible path choices for itself and any other wandering sprites. Note it might be possible for sprites to become trapped.
Agent
A Stagecast character that fulfils a specific function and then deletes itself. Agents make it easier to write more complex Stagecast rules as they are independent of specific characters or sims. Example agent functions are:
1/ Jump a character to a random stage location.
2/ Insert a fixed or random time delay (pause).
3/ Combine several 'layered' characters into a single character. See '
Layered Tile
'.
Algorithm
A step by step set of rules. For instance to build a
perfect
maze, or to find the shortest path between two points (
A-star
).
Alternative
Tiles with the same index value can have different designs.
Tile-15 alternatives
affect maze connections, so wandering sprites will need to take notice, but the tiles edge (or corner) matching requirements remains the same.
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Blank (Tile-0) alternatives do not affect maze connections and are usually applied at random to improve the look of a maze.
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Straight (Tile-5/Tile-10) alternatives can also be used.
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Array
The square
grid
onto which the Wang tiles are placed. Same as Stagecast '
stage
'.
Arrow Maze
See
Directed maze
.
Bend tile
An edge or corner path tile with a 90 degree turn or curve.
or
Also see
twin bend tile
.
Bias
(balance)
Duplicating some of the tiles in a
Wang Tileset
to alter the balance (or density) of paths in a maze layout. Because tiles are picked at random from the tileset, adding, say, an extra cross-over tile will increase the number of cross over paths in the final layout.
Adding extra
blank
tiles will make the layout
sparse
.
Adding extra
bend
tiles will make paths more twisty.
Adding extra
straight
tiles will make the layout more
tubular
.
Adding extra
junction
tiles will make the layout more
tree
like.
Adding extra
crossover
tiles will increase the
weave
of the layout.
Bifurcation
A maze path that branches (splits into two). See '
Fork Tile
'.
Bitwise
A mathematical procedure for adding up binary (or tertiary) numbers to produce a unique
index
number. For example, a 2-edge tile edges are given '
weightings
' of 1, 2, 4, and 8. Every combination of edge then produces a unique
index
between 0 and 15.
3-edge tiles are weighted 1, 3, 9 and 27.
Blank tile
An empty tile,
tile-0
. Usually included in a ceramic tileset.
Blob tileset
A reduced 2-edge 2-corner tileset containing 47 from a possible 256 tiles. There are a couple of reliable methods of generating the required 47 tiles. See
Blob tileset
page. The tiles are good for covering carpet (or rug) like areas.
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| 0 | 1 | 5 | 7 | 17 | 21 | 23 | 29 | 31 | 85 | 87 | 95 | 119 | 127 | 255 |
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4
16 64 |
20
80 65 |
28
112 193 |
68 |
84
81 69 |
92
113 197 |
116
209 71 |
124
241 199 |
93
117 213 |
125
245 215 |
221 |
253
247 223 |
Tile weightings are allocated clockwise from the top (North) edge as follows:
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NorthWest
=128 |
North
= 1 |
NorthEast
= 2 |
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West
= 64 |
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East
= 4 |
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SouthWest
= 32 |
South
= 16 |
SouthEast
= 8 |
The Blob 2-order tile has a yellow North, East and West edge, as well as a North-East corner, and so has an index of 1+2+4+64=71.
Block tiles
Tiles that do not need to be edge or corner matched. Can be used to create random path or terrain layouts.
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Block maze
(Hedge maze)
Wall blocks joined only at their corners are best avoided. Floor tiles may show wall shadows for 3d effect. |
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Border
The
stage
perimeter.
Wang tiles
adjoining the stage border can have their edges or corners set to a particular type, or set to the 'opposite' border if the stage
wraps
.
Braid maze
A maze without
dead-end
paths. Dead-ends that do form are
fused
with an adjacent path. Braid mazes cannot be
perfect
. They are more difficult/interesting to solve than a perfect maze, as you spend a great deal of time simply going around in circles.
Branch Tile
See '
Fork Tile
'.