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How to make a game machine by hand
The method of making the game machine is as follows:

Make a manual game machine, prepare a pair of scissors, a paper box and adhesive tape. Cut the carton in the middle, so that there are three sides with paper edges, leaving one centimeter on each side. If there is no paper edge on one side, cut one one centimeter wide.

For the strip with the same length as other sides, fold the four sides upwards, stick them with adhesive tape, and cut three strips with a width of one centimeter and a length two centimeters shorter than the length of the pasted box.

Game machine is a computer system mainly used for entertainment, which uses source code only available to authorized software developers, and uses televisions or other special displays and special input devices. The biggest difference between PC and PC is the closed source code and software.

Broadly speaking, the mechanical and electronic equipment used by human beings to play games can be called game machines. With the development of electronic technology and information industry, driven by the film and comic industry, electronic game machines have become the actual representatives of game machines. Because of its more professional gameplay, PC games can't replace the dominant position of game consoles even today when the computer level is so developed.

The game is as follows:

Sokoban

So can you get the situation specified in the question by careful operation? The answer is no, we can explain it with the knowledge of mathematics in the third grade of primary school.

First, suppose there is a virtual digital block in the space, and its digital label is 16. Then, we expand the two-dimensional arrangement of digital blocks by rows and reduce the dimension to one dimension, and get a digital arrangement from 1 to 16.

Reduce two dimensions to one.

Next, let's see what happens when you move a digital block. As shown in the figure below, when the digital block moves, it must be accompanied by the movement of the space 16. Therefore, each operation can be regarded as a digital block 16 exchanging positions with an adjacent digital block. In the arrangement of numbers, it is to exchange the positions of two numbers.

Schematic diagram of the result of moving a digital block

Now, introduce a concept: reciprocal. Inverse number means that if there are two numbers in a series, and the number in front is greater than the number in the back, then the two numbers form an inverse pair, and the number of inverse pairs is called inverse number. For example,

For example, the reciprocal of 1, 2 and 3 is 0, which is even. Exchange 2 and 3 to get 1, 3, 2, and its reverse order number is 1, which is odd.

Then exchange 1 and 3 to get 3, 1 and 2. Its reciprocal is 2, which is even. Through careful kangkang, we can sum up such a rule: every time the position of the exchange number, the parity of the arranged reverse order number will change.