Hand puzzle version 2 help

so you know that hand puzzle guide I made a while back?
the one with connect the lasers?
I just had an idea to make an even better version via coordinate system

so the idea is
once a player touches a zone or cs zone
it marks a prop true and starts listing the coordinates when the move away/or towards the og point (either using distance or slope formula would be best I think)
as long as that prop stays true of which it will mark as false once it reaches a certain distance away from the last point touched or it is completed
and when the next point is touched it marks a prop true for that point and sets the original point distance to that point so they can move further to get to the next point
and once reaching the end it checks if all the points are true and if not it resets the Boolean prop controlling whether the break activates or not to false resetting it back to the og point and starting a clean slate

I’m gonna ping some peeps that might be able to help if y’all don’t mind I’m gonna have trouble wrapping my head around some of these mechanics

@Here_to_help
@VALUEX
(don’t know many block wise peeps out there that are still active ig : P)
tempted to ping blackhole but eh
if he wants to help he’ll come on his own

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frick
I lost train of thought not even 5 minutes in ;-;
now I’m lost in my own blocks.
welp time to start from scratch later I gots notes to do

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I’m very educated in blocks, what do you have and what do you need help with?

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so the idea is
once a player touches a zone or cs zone
it marks a prop true and starts listing the coordinates when the move away/or towards the og point (either using distance or slope formula would be best I think)
as long as that prop stays true of which it will mark as false once it reaches a certain distance away from the last point touched or it is completed
and when the next point is touched it marks a prop true for that point and sets the original point distance to that point so they can move further to get to the next point
and once reaching the end it checks if all the points are true and if not it resets the Boolean prop controlling whether the break activates or not to false resetting it back to the og point and starting a clean slate
Some grammar mistakes make me lose my thought
forgot the quote :skull: gtg

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Language!
Jk, my brain hurts just looking at this.
@Gimkitsuggestor I summon you

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Player enters a zone, activates a prop, lists coords when players move away from target coords [1], and at a certain distance it deactivates… and when another coord point is reached, it’s reactivated… and sets a new homing point… and if all props aren’t true you restart???
Summary sounds summarized enough… I understand.
Essay coming later! Expect it when I make my next post here.


  1. does it list the coordinates the player traveled on, or does it list how far away? ↩︎

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lists the coordinates traveled I suppose
to create a static line when it reaches the next point
but for simpler understanding

think of it like a string wrapping around some pins
you have to have a beginning pin to wrap around right?
and when you wrap around another pin if the string is pulled too much and is too short to reach the next pin it breaks and you complete it when you reach where you started after wrapping around all points

that’s exactly what I’m trying to do here
in simpler words

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I think I understand, but let’s make sure cuz it was long and kinda confusing.
So basically, we’re tracing a line from where the player started to where the player ended? And does this line update everytime they move, or just when they reach a point? Also what’s a cs zone?

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From my understanding, we have to trace a line, with waypoints along the way to mark checkpoints. If they don’t touch the checkpoints and instead go farther, the system resets and they travel all the way back.

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So we’re constantly tracing a straight line from the start point to the player until they are too far away?

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Exactly.

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yeppers
anyways uh
I’m busy at the moment
(managing wix and school
along with making and keeping c-c’s birthday art safe
)
so yeah i’ll find time to work on this little project we have here if ya’ll could come up with something that would be appreciated
also cs zone is coordinate system zone

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Whats wrong

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LOL, YOU HAVE BEEN SUMMONED!

Would of been summoned yesterday but
uh, Reasons are personal

Screenshot 2024-11-06 11.06.36 AM

But I AM very confused what @Blackfox45666 wants help with. It sounds like they’re getting confused with their own guide?

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so this system makes a puzzle? like the build puzzle that connect to eachother and are made of wood or cardboard?

Ok I think I can do this it’s not too complicated I’ll reply in a sec with my theory of how to do this.

Ok so basically here’s my idea:

To construct a line, we need two points. Those two points will be:
a) The place where the zone is. For simplicity, I’ll call this the origin, even though it isn’t truly at (0,0)
b) Where the player is. We can call this the end point because I feel like it.

So with these two points, we can make a line. So you might as, how do we make a line with two points? Easy!


Because we are starting at our origin, the y-intercept will always be 0. This means that the equation will always be y = mx, with b equaling 0. This means we just have to find the slope.


Step 1: Convert numbers around new coordinate plane.

Ok, so first, we want to plot the points on a grid. We have the numbers the coordinate device will give us, but I want them to reflect where they were if the x and y axes met at our origin. So we’ll first subtract the x and y values of our origin from the players. So our two points will be (0,0) and the reconstructed end point. Make sense? Good.


Step 2: Find slope.

Now, with out points, we can find the slope of the line that runs through them, using this equation:
(0 - y1) / (0 - x1). Now, if you haven’t noticed, x1 and y1 will represent the player coordinates. They’re properties. Also, hopefully you know that m = slope, which this equation finds.


Step 3: Figure out points.

Now, we need to find points that work. We’re gonna have a lot of complicated fractions, so how will we ever figure out what points on our grid to plot? First of, we’ll need to cover the ground with text devices that we use different coloured emojis on to symbolize where the line is and where it isn’t. Each one should activate on their point, for example (1,1) we’ll make receive on 1.1. Now, to plot the points. Basically, we’ll start by each time the player moves, the block code runs so that we plug in all possible x-values (depending on how far out the vanishing point you have is) and see what our y-value is. Obviously we won’t have a lot of points that match well, so we’ll round. The code will have a property that recurs and goes through every possible whole x-value, and multiplies it by the slope (m). It will round that, and will add one to the property that holds the x-value. When the x-value reaches the highest possible, then it will stop recurring.


Yay! We did it! That’s how you can accomplish this. However, super memory intensive and probably going to crash your computer. If you’re confused on any of this, or any of the block code let me know.

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