# Word Search Game Issue

I am developing a game like word search. I have used AndEngine for this and for displayig grid of words I have used TiledMap. In this game, we need to join letters to make a word as we drag our fingure it will draw line on tiles and make connection between letters. I am able to draw lines vertically and horizontally accurately but as I try to draw line diagonally it goes to the nearby tile and draw line from last touched tile to nearby tile. But as I carefully move to the diagonal tiles it draws line accurately.

Can any one help me to solve this issue?

e.g.
----------------
|1   2   3   4 |
|5   6   7   8 |
|9  10  11  12 |
----------------


as shown in above e.g.

I am able to draw line for "1234" & "159", It means all horizontal and vertical positions works accurately. But for "963" its not as accurate as i draw for horizontal and vertical.

I want to draw line on one board as shown above. There will be letters below lines and need to connect correct words.

• can you add screen-shots?
– Will
Jul 9, 2013 at 9:51
• added pic as per my requirement.. Jul 9, 2013 at 10:18
• It sounds to me like when you are moving diagonally, the game is detecting a hit on an adjacent tile before you get to the diagonal tile. Maybe you could use a radius from the center of a tile to detect the hit? Jul 9, 2013 at 15:58
• Can you post a screenshot instead? Considering the existing answer, your question is not very clear. It sounds to me you are calculating wrong tile from the touch coordinates. Jul 12, 2013 at 2:50

Rather than detecting each tile as the touch position passes over it, you could contiually detect the direction a touch has moved from its own starting point, and lock that direction to the 8 horizontal/vertical/diagonal directions (like this question's topic).

I'll reference your artwork :)

----------------
|1   2   3   4 |
|5   6   7   8 |
|9  10  11  12 |
----------------


For example, the first touch is at the center of 10. Assuming an origin at the top-left, that position is (1.50, 2.50). Now that touch moves toward tile 7, and it gets a vector position of (2.01, 2.01). Purely from the current touch location, that is within tile 11. However, the difference of these two vector positions is

 (2.01,  2.01)
-(1.50,  2.50)
-------------
(0.51, -0.49)


Clearly, this is a diagonal vector that is closest to the direction (1, -1). Knowing that and the drag distance, your logic can behave as if the touch was firmly within tile 7.

This method will allow you to build a finite state machine for the drag direction. You will also be able to correct for fat-fingers being unable to drag a straight line, with accuracy improving as the drag moves farther from the origin.

Try drawing your diagonal lines using a Paint object that has ANTI_ALIAS_FLAG set to true.
You can do this when calling the constructor or by calling the "setAntiAlias" method of an existing Paint object.

• I am very new to AndEngine, Can we user paint object in AndEngine? Jul 9, 2013 at 10:12
• In AndEngine, you can use GL_LINE_SMOOTH. Here is an example: andengine.org/forums/gles1/…
– amb
Jul 9, 2013 at 10:32
• -1 Perhaps I'm reading the question differently than you, but why would drawing the line anti-aliased make it more accurate for getting touch inputs? I find this answer pretty incomplete and it sounds more like a guess. Jul 9, 2013 at 13:30
• @Byte56: The question said that the diagonal line wasn't accurate...Since the author said that the horizontal and vertical lines are OK, I took the question to mean that diagonal lines were pixelated (chunky) and that smoothing it would improve the appearance. Maybe the author could clarify?
– amb
Jul 10, 2013 at 12:46
• This bit " but as I try to draw line diagonally it goes to the nearby tile and draw line from last touched tile to nearby tile. But as I carefully move to the diagonal tiles it draws line accurately." Leads me to believe it's not a visual thing. Jul 10, 2013 at 13:16