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  • (bell dings)

  • - Hello and welcome to part three

  • of my Rubik's Cube coding challenge.

  • So I've done two parts already,

  • if you watch those,

  • I'm very thankful to you.

  • But I'm going to do something really important in this.

  • And it's really not about the Rubik's Cube at all,

  • it's really about animation.

  • And I want to be able to just do something

  • to make it a little more visually pleasing

  • to watch it do stuff.

  • So what it does right now is,

  • if I hit the space bar,

  • it's going to shuffle a whole bunch of moves.

  • All the possible moves,

  • up, down

  • left, right

  • clockwise, counterclockwise.

  • It could do any move along any axis.

  • It's also then going to whatever,

  • it's doing a random sequence of 100 moves

  • and then it's going to do those in reverse.

  • And you can see it looks kind of like it's solving it,

  • of course it's not.

  • Just doing a random sequence

  • and then applying it in reverse.

  • Hit the space bar again,

  • it's going to go again.

  • It's actually doing the same sequence again.

  • So this would be I think more,

  • I would be a little more confident

  • that it's working correctly,

  • if I could actually watch the,

  • the cubies

  • rotate themselves to actually turn.

  • So in order to do that,

  • I need to add animation,

  • I need to actually use the rotate function

  • to do that.

  • So (chuckles), I have to figure out how to do that.

  • Alright I think a way that's going to make sense

  • to do this is

  • to create a class,

  • called move.

  • And each move is what?

  • It's a given axis,

  • like what's the axis that's moving,

  • what's the direction it's moving

  • and then if I'm going to do an animation,

  • I need to animate an angle from zero to 90 degrees.

  • So I need an angle

  • which will start as zero.

  • I need to have an axis

  • and maybe what I'll do is just do x,

  • y

  • and z.

  • An angle and an axis.

  • And I'll have that access

  • distort in variables x, y and z.

  • So the x will be one

  • or negative one,

  • if it's right or left.

  • The y will be one

  • or negative one, if it's up or down.

  • The z will be one

  • or negative one, if it's front or back.

  • So, that's kind of I think how I'll deal

  • with this right now.

  • So when I make a move,

  • I have to give it an x, a y

  • and a z.

  • And that's all I have to give it.

  • And a direction.

  • So I need to know whether I'm rotating,

  • whether I'm rotating clockwise

  • or counter clockwise.

  • Or the angle is going up

  • or the angle is going down.

  • So this dot x equals x.

  • This dot y equals y.

  • This dot Z equals Z.

  • This dot direction equals direction.

  • And this is this.

  • Ultimately I've kind of done this already

  • in the sense that I have these functions,

  • called turn z,

  • turn y, turn x.

  • And those actually move the cubes around

  • and rotate their faces.

  • But they do it instantaneously.

  • So what I think I want to do is,

  • create an animation that happens,

  • then I finish that animation

  • then I quickly move everything around.

  • And it'll look as if it's happening seamlessly.

  • So let's just say,

  • for the sake of argument,

  • I'm going to have one move.

  • Move m.

  • I'll call it move.

  • And move m,

  • forget about this,

  • well I'll leave the sequence thing in here

  • for a second.

  • Move, is a new move

  • which is going to rotate the z-axis,

  • the front face.

  • So that is zero, zero,

  • one in a clockwise direction.

  • That's a move.

  • Then I want to say,

  • move dot start.

  • I think I'll have a function called start

  • and what does that do?

  • It sets a variable,

  • I'll have a variable called animating.

  • And it sets animating

  • equal to true.

  • I don't know that I'm going to need this,

  • but I feel like I might need a flag

  • to know when I've started

  • or stopped.

  • So then I need

  • an update function

  • and what update will do,

  • is, I could use LERP

  • for to like interpolate from zero to 90 degrees

  • or I could just increase the angle.

  • So let's just increase the angle right now.

  • I'm going to say, angle plus equals direction times,

  • you know some amount like point one.

  • So I'm going to increment the angle by point one

  • and if angle is greater than HALF_PI,

  • then,

  • angle should go back

  • to being zero actually.

  • And then I'm going to say,

  • animating equals false.

  • So let's just see if I can get this to happen.

  • So basically, if I have a move,

  • then I say move dot start,

  • then in draw, I just want to say

  • move dot update.

  • And if I run this.

  • (chuckles) so the data of the move is happening.

  • That angle is changing

  • but I need to actually rotate these.

  • So the way that I could do that is,

  • right here when I'm showing the cube,

  • I could check

  • and say,

  • if cube, well right here you could just say,

  • if cube dot z

  • equals move dot z.

  • Let's just do that alright.

  • If cube dot z equals move z.

  • Then I want to rotate

  • z

  • by move dot angle.

  • And I'm going to want to have a push

  • and a pop here.

  • Right? That should then,

  • z cannot be resolved

  • or is not a field.

  • Move has a z.

  • Cube index i.

  • If cube index i right.

  • If cube index i dot z.

  • Here we go! Look at it!

  • It's turning!

  • (grunts) It's kind of doing something.

  • What's it doing?

  • Why is it keep going?

  • Okay (chuckles).

  • So, (clears throat)

  • update, (laughs)

  • should only update the angle

  • if it's animating.

  • So once it reaches the end,

  • it stops animating.

  • So now, we should see it

  • turn.

  • You know what, I think,

  • I'm having this weird issue with processing

  • which is that, it takes a little while

  • for processing to start.

  • So what I'm actually going to do is,

  • I'm going to have move dot start

  • go into,

  • when I press the space bar.

  • Just so I can be sure it hasn't started yet.

  • So I'm going to run this sketch.

  • I'm going to hit the space bar.

  • There we go.

  • Look at that. It moves,

  • but look at this, it moves

  • but the red stuff doesn't stay there.

  • Because all I'm doing is creating the animation

  • of the moving,

  • I'm not actually updating the data.

  • But I need to update the data

  • so I can do all the future moves.

  • But I think there's an easy thing I can do here

  • which is I can say, move dot update if

  • move dot finished.

  • Then, what do I want to do?

  • Turn z move dot direction.

  • Turning z, isn't that a function?

  • Turn z move dot z,

  • move dot direction.

  • So I think there's got to be a way

  • I can encapsulate this into one function.

  • There's no finished,

  • so I probably could just use the animating Boolean right?

  • Let's add another one (laughs).

  • Finished is false,

  • finished is true

  • and then,

  • Boolean finished,

  • returned finished.

  • So now, what should happen is,

  • it should animate, (laughs)

  • because it's doing this over

  • and over again.

  • So it ultimately,

  • I want them,

  • when the move is finished,

  • I want to turn it once

  • and then be done.

  • So really what I should do,

  • is put this turn z

  • into the move.

  • Yes.

  • So actually, I don't know if I need

  • that Boolean variable at all.

  • What I want, is when it's done,

  • I want to actually just say turn z,

  • move according to this z

  • and this direction right?

  • And then I don't need this finished stuff.

  • I'm going to keep that in there just in case I need it.

  • So now, it should turn.

  • There we go!

  • Look at this!

  • (exclaims excitedly)

  • So now, I'm turning it.

  • So this is the idea.

  • This is the logic.

  • I just want to hit the space bar,

  • it's doing every single move.

  • Now the question is,

  • now that I've got this working,

  • how can I make every move work in the same way?

  • So there's some things

  • that are kind of hard coded in here.

  • For example, this shouldn't always be turn z.

  • Right, this should sometimes be turn x

  • or turn y

  • or turn

  • z.

  • Before I do that though,

  • let me just make sure it works in other directions.

  • So for example,

  • if I were to say a negative one,

  • that should be the back of the cube.

  • Okay. So that's working.

  • And if I were to say one,

  • negative one,

  • that should be the front of the cube

  • but going now in counter clockwise direction.

  • Okay.

  • So that doesn't work.

  • So why doesn't that work?

  • Because if I'm going in counterclockwise direction,

  • I'm going all the way to negative HALF_PI.

  • So that's something I need to fix.

  • So here, if angle,

  • so I could say, if absolute value of the angle

  • is greater than HALF_PI.

  • So if I'm going in the negative direction,

  • I need to check negative HALF_PI.

  • That should fix that.

  • Great! So now I can go in either direction.

  • Only in the z axis.

  • So what if I make a move,

  • that is now

  • the x axis?

  • So if I say one, zero,

  • zero, one,

  • this should be right.

  • I think I have things flipped

  • so it might end up being in the left,

  • in the way that we're looking at it.

  • But if I want to rotate along the x axis.

  • So if I do that now,

  • it's confused.

  • It's doing something totally nonsensical.

  • So here what I really want to say if

  • absolute value of cube index i dot z is greater than zero.

  • So I probably should have a variable

  • that's keeping track of the actual index.

  • But really what I want to just say is,

  • is cubes,

  • is it the z axis?

  • Then do this.

  • So now, nothing should happen.

  • Something did happen.

  • It's still doing this.

  • But then we shouldn't see that animation.

  • Okay.

  • So let's try to get the x axis.

  • Else,

  • if the absolute value of cube x

  • and cube x equals move x,

  • then I should say,

  • rotate x move dot angle.

  • Alright. So this now would do the x axis.

  • And this should be an else-if

  • cause I'm never going to do two

  • at the same time.

  • So this should be rotating the x axis.

  • The issue is now in move update,

  • when I get to this part,

  • I don't want to do turn z,

  • I want to do turn x.

  • So that I could do the same thing I guess.

  • If absolute value of z is greater than zero,

  • turn z.

  • Otherwise if absolute value of x,

  • is great zero,

  • turn x,

  • x direction,

  • So let's,

  • this should be x.

  • so I'm kind of getting lucky here

  • cause there's only three possible axes.

  • But it definitely would be useful

  • for me to use like a numeral bowl

  • with like a index

  • to the access.

  • But let's just see if this works.

  • So now, this should be

  • the x-axis.

  • Awesome!

  • So that works.

  • I've got the x-axis.

  • Now I should be able to the y-axis,

  • turn the y-axis.

  • Let's just check a y move.

  • Let's make the move,

  • zero,

  • one, zero.

  • It's not animating.

  • Why is it not animating?

  • I didn't do that here.

  • I need to add the y.

  • So now, this should do the y-axis.

  • Something's wrong

  • I'm going the wrong direction.

  • So I think this should be negative angle (laughs)

  • Cause my y-axis is flipped.

  • Yeah! There we go!

  • You know,

  • I might have,

  • whatever! It works! (laughs)

  • There might be something

  • that I'm actually done wrong here.

  • But I want,

  • the data is moving correctly.

  • I just need make sure the animation matches that.

  • So now,

  • instead of having,

  • this all moves

  • be just these letters,

  • now all moves

  • is,

  • an array of move objects.

  • Move,

  • new move array

  • with new move.

  • So up is

  • zero, one, zero

  • in the one direction.

  • You know what,

  • let's just do,

  • I might as well just do them all.

  • I mean I can always invert them

  • but let's do it,

  • let's just actually do them all.

  • So this is,

  • this is up in both directions.

  • This is,

  • okay, hold on. (chuckles)

  • I'm going to speed through this

  • so you don't have to watch all this.

  • (lively music)

  • (bell dings)

  • Alright I put in all the moves.

  • Up, down.

  • Left, right.

  • Front, back.

  • Clockwise, counterclockwise.

  • This should be everything.

  • It should be 12 in there.

  • One, two, three, four, five,

  • six, seven, eight, nine, 10, 11, 12.

  • That's all the moves.

  • So I should be able to now pick any given move

  • and,

  • all moves

  • and animate that one.

  • And just sort of see.

  • This sequence stuff has to change.

  • So, the sequence stuff I'm going to do in a second

  • but I was using strings before.

  • That won't work

  • and take this out.

  • So any given move,

  • I should be able to do.

  • So this is move three,

  • index three,

  • zero, one, two, three.

  • So that should be the bottom.

  • I've already spun it. (laughs)

  • That should be the bottom in a certain direction.

  • Whatever!

  • Great.

  • So hopefully that's the right one that matches up.

  • Now the sequence

  • is, let's make it an Array List.

  • An Array List of move objects.

  • This will be the sequence.

  • And I know if you're a cue bird,

  • there's actually like a back to

  • which is what I'll just consider

  • that back in the same direction twice,

  • for now.

  • So we can consider this to be an Array List

  • of moves.

  • And when I'm making that sequence,

  • if I'm going to make,

  • let's just do 10,

  • I'm going to pick the size

  • and I'm going to say,

  • pick an index.

  • Then I'm going to have move m equals all moves,

  • get that index.

  • And this has an extra,

  • wait, int-random all moves size,

  • sorry, all moves is an array,

  • moves is an Array List.

  • So that's all moves index r.

  • That stays the same

  • and then I'm going to say sequence,

  • dot add m.

  • So this is me putting in

  • 10 moves in a sequence.

  • So let's not worry about inverting the sequence,

  • let's not flip case,

  • I think is no longer a thing anymore.

  • And then I need a current indexes current move

  • which is counter.

  • So I also need this to be,

  • let's call this current move.

  • So there's a current move

  • and current move starts at,

  • current moves equals sequence get

  • counter.

  • So it gets the first one.

  • Then I'm going to say,

  • current move update,

  • guess what, this finished thing is going to come in handy.

  • Perfect! If current move

  • is finished,

  • then index, (murmurs inaudibly) counter,

  • plus plus

  • and

  • current move equals

  • sequence

  • dot get counter.

  • And I definitely need to

  • make sure

  • that I only do this

  • if counter is less than sequence dot length.

  • So I'll put this if statement in here

  • I don't think,

  • and I'm going to do this,

  • put this sequence in there

  • and then I'm going to say if started around here.

  • So this is how

  • sequence dot size not length.

  • So this is the same exact algorithm

  • but instead of the move being indicated

  • by a single character,

  • it's now this object.

  • So I'm updating that move,

  • when it's done,

  • as long as I'm not at the end of the sequence,

  • go to the next one

  • and then get the next one.

  • And then this current move,

  • is what determines

  • the rotation.

  • And so I called it just move before

  • but let's call it current move.

  • And I think this should work now.

  • Move dot start,

  • okay, I'm not going to worry,

  • this should be,

  • just started equals true.

  • So now it's just a Boolean

  • but I'm not starting...

  • this could be current move start.

  • This actually could be current move start.

  • So because this,

  • this can actually current move update could happen,

  • if it's not animating.

  • So yes.

  • So I just want to start,

  • hitting the space bar starts the first move

  • which does all of these.

  • And then each one,

  • cause I have this start function,

  • needs to actually explicitly call start.

  • Okay this I think should work.

  • (drum rolls) So if I press the space bar,

  • you can see the move happen in sequence.

  • (drum rolls)

  • Wait,

  • if counter is less than,

  • it's got to be less than size minus one

  • because this is where I increment.

  • So I'm going to the next one.

  • The last one is size minus one.

  • So that's good.

  • So let's give it 50 random moves.

  • And let's say get it started.

  • So now it's playing 50 random moves.

  • It's a little silly

  • that sometimes the moves are inverted.

  • So now I should be able to add that sequence.

  • (laughs) What just happened there?

  • I'm not making a copy of the move.

  • So a move is like animated

  • and finished.

  • And then it, when it gets it again,

  • if it does that move again,

  • it's not like a copy of the move.

  • So this should actually be,

  • when I make that sequence,

  • yes, this should be like all moves dot clone

  • or, cause there's a way to clone objects

  • but I'm just going to write my own copy function.

  • So all moves index r dot copy,

  • or when I call start,

  • I could set,

  • I think it's actually as simple

  • as just setting...

  • you know what, I might be able

  • to just not do a copy

  • but set the angle back to zero.

  • Couldn't I do that?

  • If animating equals true,

  • finished equals false,

  • like that might actually work.

  • So I could have made a copy of the move

  • but I think just in start,

  • since I have to do that with everything,

  • that might fix it.

  • Let's see if that fixes it.

  • A bunch of moves.

  • It's going to do the same move again.

  • Just by the laws of probability.

  • I think this is working, dare I say

  • and I could still spin around it.

  • I mean, it doesn't look like it's making any mistakes.

  • So now let's make a speed.

  • Let's just make that a global variable.

  • And right now it's point one.

  • So let's make it like point five

  • to make it kind of faster.

  • And then in move, this,

  • I mean I suppose that could be a property

  • of the move itself.

  • But let's just see it do it faster.

  • Cause that's more fun to watch it do it faster.

  • So let's see if now,

  • if I add the moves in reverse,

  • when it's done, it should be solved.

  • Then I have all the moves.

  • Now all I need to do,

  • is go through the sequence backwards right?

  • Start with the last element

  • of the sequence, go down to zero.

  • This is why I kind of want to,

  • I do need to make a copy

  • because I need to make it a completely different move,

  • in the opposite direction.

  • So I do want to say,

  • move, next move equals sequence

  • get i

  • and I really actually need a copy here.

  • So we'll see this both ways

  • because then I want to say like next move dot reverse.

  • So in the move object,

  • or though I could just point to the other move

  • but I'm going to do it this way.

  • I'm just figuring out.

  • Missed having fun figuring this out.

  • I'm going to make a function called copy

  • which returns a new move with what?

  • X, y, z and direction.

  • And then I'm going to make a function called

  • reverse

  • which just says,

  • direction times equals negative one.

  • so this, if I make those two functions,

  • as I'm going through the sequence,

  • I'm copying all of them

  • but reversing them.

  • And now I have, it should be twice as long.

  • So let's just do this

  • with just like five moves,

  • just to see if it works.

  • I've got to add them.

  • No wonder.

  • I've got to add those moves.

  • Okay.

  • Let's go. Here we go.

  • So it should do those moves in reverse and boom!

  • There's the Rubik's Cube back in its original state.

  • Now, here we go.

  • Let's make it full screen

  • and enjoy,

  • this.

  • Make it a little bit faster.

  • Enjoy this Rubik's Cube doing 500 moves,

  • then in reverse.

  • This is going to take a long time.

  • Let's not do 500. (laughs)

  • Let's just do 100.

  • And you will get the feeling

  • of the cube solving itself.

  • You know I really should do something

  • where if I pick a certain move,

  • I'm not allowed to pick the reverse

  • of that move next

  • cause that's going to make it look really weird.

  • And like why is it doing that?

  • But that's neither here

  • nor there.

  • Let me actually draw the counter

  • so I can see what move we're on.

  • Cause that'll be somewhat useful.

  • So I'm going to say,

  • fill 255,

  • text

  • counter,

  • I don't know.

  • It's just going to end up being in 3D space

  • in some weird location.

  • Let's just say 100,

  • counter 100, 100.

  • The scale is going to be weird.

  • Let's just try that.

  • Text size

  • 32.

  • Alright. Let me put this,

  • let's have some fun with this.

  • Let me put this on speed of 1.5.

  • Let me make it do 1000 moves

  • and here we go.

  • And thank you for watching this coding challenge.

  • (chuckles) You're not really seeing the rotation.

  • It's just like shaking.

  • Okay that's too fast.

  • Let's try a speed just of like 1.0.

  • Alright.

  • Thanks for watching this coding challenge

  • where I am shuffling the Rubik's Cube

  • with random moves,

  • then playing those moves back in reverse.

  • When it gets to 2,000 moves,

  • it will actually,

  • be back in its original orientation.

  • I hope that works.

  • I hope you make your own version of this.

  • If I come back

  • and make a par four,

  • which I intend to do,

  • I'm going to see if I can use a genetic algorithm

  • to take any shuffled state

  • and evolve a solution

  • within maybe a certain number of moves,

  • I suppose 20 might be the number

  • to pick in terms

  • of the genetic information

  • which will be a sequence of moves.

  • This should be similar to what I did

  • with searching for the phrase

  • to be or not to be,

  • in the space of all possible random phrases.

  • We'll see if that works.

  • I have no idea if that will work.

  • But I'm going to come back

  • and do more with this in part four,

  • in a future coding challenge.

  • And please share with me.

  • Go to the codingtraining.com,

  • look at the link in this video's description too.

  • If you make a version of this,

  • whether it's in JavaScript

  • or processing

  • or some other programming language

  • or environment,

  • you can submit a link to your version

  • so that I can see it

  • and the rest of the community can as well.

  • Alright, thanks very much.

  • (blows kiss) Goodbye.

  • (bell dings)

  • (lively music)

(bell dings)

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編碼挑戰#142.3。魔術方塊第三部分 (Coding Challenge #142.3: Rubik's Cube Part 3)

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    林宜悉 發佈於 2021 年 01 月 14 日
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