OCAML programming (Sliding tiles) The mechanics described in this exercise can be used to implement a game sliding tiles. 1. Create a type slidingTile, consisting of a char matrix and two integers x and y. The integers x and y are the coordinates of an empty tile. 2. Create a function val slide : slidingTile -> int -> int -> slidingTile = that given a slidingTile and two integers, that represent a location in the matrix, it slides the tile from the specified location to the empty tile, then returns the altered slidingTile. If provided location is not adjacent to the empty tile, or out of bounds, then return the slidingTile unaltered. 3. Create a function val print_tile : slidingTile -> unit = that prints a slidingTile on screen with the corresponding characters from the matrix. However, print an empty space where the empty tile is instead.
OCAML programming
(Sliding tiles)
The
1. Create a type slidingTile, consisting of a char matrix and two integers x
and y. The integers x and y are the coordinates of an empty tile.
2. Create a function
val slide : slidingTile -> int -> int -> slidingTile = <fun>
that given a slidingTile and two integers, that represent a location in the
matrix, it slides the tile from the specified location to the empty tile, then
returns the altered slidingTile. If provided location is not adjacent to the
empty tile, or out of bounds, then return the slidingTile unaltered.
3. Create a function
val print_tile : slidingTile -> unit = <fun>
that prints a slidingTile on screen with the corresponding characters from
the matrix. However, print an empty space where the empty tile is instead.
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