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Pull The Pins!

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screenshot of the scene

Author: Xray

Group: Default

Filesize: 0.55 MB

Date added: 2023-12-16

Rating: 5.6

Downloads: 7583

Views: 763

Comments: 18

Ratings: 2

Times favored: 0

Made with: Algodoo v2.1.0

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This game is similar to (but different from) the game called "Pull The Pin" that you can find on Google Play Store. The original game has probably hundreds of difficulty levels but this version has only four levels (I call them Rounds instead of levels).

Round-1 is a simple and easy practice round that will get you familiar with how to pull (actually "click") the pins. Rounds 2, 3, and 4 are a little more challenging.

Please let me know in comments if you experience any glitches while playing it.

Thanks!
Last edited at 2023/12/16 17:28:53 by Xray
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very cool!
Thanks!
Nice work. I can't complete round 3. The balls are in the hit zone 96% of the time while the pendulum is in the hit zone 17% of the time, so it's theoretically possible to complete the round. I tried about 20 times and then gave up. What is your success rate at completing round 3? Am I missing something?
I was wondering if anyone would figure out the obvious "secret" to winning round 3. Well, here it is: Just wait until the pendulum's arc is short enough or comes to a full stop before launching the balls so that it won't interfere with them! It's not cheating because there are no rules that state you may not do that, and the game doesn't prevent you from doing that. ;)


But if you insist on doing it the hard way, yes it's possible to time the launching of the balls so that the pendulum swings in between them. It's very difficult but it's possible with practice and with some luck.
Last edited at 2023/12/17 15:40:11 by Xray
I managed round 3 after around 10 tries, but it was a lucky call. is it intended, that the counter at round 4 starts counting up to 10 even before any balls are in the pot?
T_Reißig -- No, the counter should not start counting before any balls start falling into the bucket.

The only thing I can think of that might cause that is if you messed around with the game while in the scene "edit" mode and accidentally did something to corrupt the game. If you did, then I would suggest downloading a fresh copy of the game and try it again.

Thanks for playing!
Last edited at 2023/12/17 15:47:56 by Xray
Xray. Why are the scripts for, AND, NOR, NAND, etc. No longer working?
Physics A -- This scene seems to work Okay for me, so can you give me an example of an actual script that I can test?
vel == 10 ? ....
Um... "vel == 10 ?" is not a Boolean logic expression. The example you gave is checking "vel" to find out if the numeric value in vel is equal to 10. An example of a Boolean logic expression is "var1 && var2 ? {do this if true}:{do this if false}"

Is there something in THIS scene that doesn't work for you? If you can be specific about which lines of code don't seem to be working, then I should be able to figure out what's going on.
no its not work for me, just me
Well, then I cannot help you. No one else has reported similar issues, and so it must be caused by something related to your computer. It's also possible that your Algodoo app was corrupted some way, so you can try to uninstall it from your computer and then install a fresh copy of it from the Algodoo website.

Good luck!
math.vec.len(vel) dont work to for me
Yes that's it, in fact the only thing that doesn't work for me is that
Try this....

Go into the edit menu of any object in your scene.
Define a local variable by entering it into the text entry window in the upper-left corner as follows: _temp = 0.0. After doing that you should see the variable show up in the list of variables on the left side of the edit menu. Then add the following script to the upDate event between the existing curly brackets: _temp = math.vec.len(vel) Then in the vel text box change whatever value is showing to: [1.0,1.0]. DO NOT RUN THE SIM. After entering the X and Y values of 1.0 for the velocity, the resulting value in _temp should be 1.4142135 (which is the square root of 2). If that's what you see then the function math.vec.len(vel) is working correctly.
I can't even get past round 2
Love it!
Thanks, henrystj!