How to stop weapon from creating a close circuit in j2me game.

[quote]Hi, I like to know how to create logic for a weapon in the game which should not make a close circuit while place it on the game screen.
Its like there are (x,y) number of rows and columns. The user is allowed to place the weapon on the screen. The screen looks like a chess board. Full of odd number of rows and columns in the shape of squares.
Now the user can place the weapon on these squares so that as and when the enemies come they detect using collision and the if its on firing range they fire to the enemy.
So now the weapon can be placed such that it should not form a closed circuit, that is it should leave one square empty so that the enemy moves out.
The enemy has a start state and a goal state. And it moves in the form of elephant of a chess game.
The enemy starts from say suppose top of a screen and moves one one square and doj’s the weapon and reaches other end of the screen.
SO i like to know how to stop the weapon from making a closed circuit?

In all total there are 9 columns and 11 rows, in all total 99 squares of 24 x 24 ok.
Weapons are places inside the squares. But it should not make a close circuit. Means I cannot block the whole row full of weapons. Say there should be a 24 x 24 cell left for the enemy to move around.

If i create a square or rectangle ,I should leave a 24 x 24 cell left so that the enemy passes through, from start state to the goal state.

For enemies I use A* algo. but for placing the weapons…dont know how.

The game is like iphone field runner. Kindly see the video in youtube and see how the weapons are placed and help me.
[/quote]

Deja vu.

I find the best way to get help is to ask over and over again.

I tried but unfortunately not able to work it out. kindly guide me…

You have the monster with logic A* implemented them the soluction is really easy.

The monster logic is start at Point A and calc the path to point B.

So When you try to build a Weapon you make a check (Monster can you go now from A to B???) if the answer is false then this weapon will block the path so you prevent it.

Simple :smiley:

1st4ck is close. If monsters spawn at A and try to get to B you can double check there is always a path from A to B but that does not include the case that the player encloses a completely different area of the battlefield.

You want to ensure that all space is connected in one connected blob. Invoke a minimum spanning tree at A or B and check that the number of areas of space encountered = the total number of space tiles. If you have A* coded, then spawn an A* with no goal, and terminate it when the queue is empty (count the unique empty spaces encounter and should equal the number of spaces on the field iff empty space is fully connected)