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### Re^2: circular area in a coordinates grid (AoA)

by Discipulus (Abbot)
 on Mar 19, 2019 at 21:59 UTC ( #1231456=note: print w/replies, xml ) Need Help??

> All of the affected "o's" should turn into "x's". Is that analogy right?

Yes! The analogy is a bit crude but describes well what I intended.

L*

There are no rules, there are no thumbs..
Reinvent the wheel, then learn The Wheel; may be one day you reinvent one of THE WHEELS.
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Re^3: circular area in a coordinates grid (AoA)
by Marshall (Canon) on Mar 19, 2019 at 22:31 UTC
Ok, "crude" works for me as long as it is descriptive!

In cartesian coordinates, The equation of the points on a circle is (x − a)**2 + (y − b)**2 = r**2 where a and b are the coordinates of the center (a, b) and r is the radius. Points within the circle are solutions where x,y result in <= r**2. So this question is given a grid of Horizontal x Vertical discrete points, an x,y "bomb target point" and a radius. The idea is to "color", i.e. fill-in the circle or change all elements to x that are within the circle. The resulting "picture" will look more and more like a smooth circle as the number of elements in the grid increases.

This sort of thing has to happen all the time in video games and I'm sure there are very good algorithms for this. To write my own code, I need to think some more. But, thanks for making the requirement more clear!

Re^3: circular area in a coordinates grid (AoA)
by Marshall (Canon) on Mar 19, 2019 at 22:32 UTC
Ok, "crude" works for me as long as it is descriptive!

In cartesian coordinates, The equation of the points on a circle is (x -a)**2 + (y -b)**2 = r**2 where a and b are the coordinates of the center (a, b) and r is the radius. Points within the circle are solutions where x,y result in <= r**2. So this question is given a grid of Horizontal x Vertical discrete points, an x,y "bomb target point" and a radius. The idea is to "color", i.e. fill-in the circle or change all elements to x that are within the circle. The resulting "picture" will look more and more like a smooth circle as the number of elements in the grid increases.

This sort of thing has to happen all the time in video games and I'm sure there are very good algorithms for this. To write my own code, I need to think some more. But, thanks for making the requirement more clear!

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