Robocode Robot Games

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Contents. Coordinates and directions Coordinates system Robocode uses the, which means that that the (0, 0) coordinate is located at the bottom-left corner of the battlefield. Rotational direction system Robocode uses a clockwise direction convention where 0°/360° is north, 90° is east, 180° is south, and 270° is west.

Time and distance Time measurement Robocode time is measured in 'ticks'. Each robot gets one turn per tick. 1 tick = 1 turn. Distance measurement Robocode's distance units are measured with double precision, so you can move a fraction of a unit. Generally, 1 Robocode distance unit = 1 pixel, except when Robocode automatically scales down battles to fit on the screen. Movement physics Acceleration (a) Robots accelerate at the rate of 1 pixel/turn every turn. Robots decelerate at the rate of 2 pixels/turn every turn.

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Robocode determines acceleration for you, based on the distance you are trying to move. Velocity (v) The velocity equation is: v =. Velocity can never exceed 8 pixels/turn. Note that technically, velocity is a vector, but in Robocode we simply assume the direction of the vector to be the robot's heading. Distance (d) The distance formula is: d = vt.

That is, distance = velocity. time Rotation Robot base rotation The maximum rate of rotation is: (10 - 0.75. abs(velocity)) deg/turn. The faster you're moving, the slower you turn. Gun rotation The maximum rate of rotation is: 20 deg/turn. This is added to the current rate of rotation of the robot. Radar rotation The maximum rate of rotation is: 45 deg/turn.

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This is added to the current rate of rotation of the gun. Bullets Bullet damage 4.

Robot

firepower. If firepower 1, it does an additional damage = 2. (power - 1). Bullet velocity 20 - 3. firepower. Gun heat generated on firing 1 + firepower / 5. You cannot fire if gunHeat 0.

All guns are hot at the start of each round. Energy returned on hit 3. firepower. Collisions Collision with another robot Each robot takes 0.6 damage. If a robot is moving away from the collision, it will not be stopped. Collision with a wall AdvancedRobots take damage = abs(velocity).

0.5 - 1 (never.

Contents. As puzzle games Early games in the genre include and, released in 1984 and 1985 respectively. Programming games have been used as part of puzzle games, challenging the player to achieve a specific result once the program starts operating.

Robocode is a programming game, where the goal is to develop a robot battle tank to battle against other tanks in Java or.NET. The robot battles are running in real. This method is called automatically by the game, as long as the robot is. Primarily for backward compatibility with older Robocode robots.

Robocode Robot Repository

An example of such a game is, where the player must use its visual language to manipulate two as to disassemble and reassemble chemical molecules. In such games, players are able to test and debug their program as often as necessary until they find a solution that works. Many of these games encourage the player to find the most efficient program, measured by the number of timesteps needed or number of commands required. Other similar games include and.

Other games incorporate the elements of programming as portions of puzzles in the larger game. For example, include a metaphor of being able to access the internal programs and variables of objects represented in the game world, pausing the rest of the game as the player engages this programming interface, and modify the object's program as to progress further; this might be changing the state of an object from being indestructible to destructible. Other similar games with this type of programming approach include, and. Another approach used in some graphical games with programming elements is to present the player with a to issue orders via a domain-specific language to direct objects within the game, allowing the player to reissue commands as the situation changes rather than crafting a pre-made program. Games like and have the user command several small robotic creatures in tandem through the language of code to reach a certain goal.

Presents the player with a simulated mainframe interface through which they issue commands to progress forward. As competitive games Many programming games involve controlling entities such as, or which seek to destroy each other. Such games can be considered environments of, related to simulations. Players are given tools to develop and test out their programs within the game's domain-specific language before submitting the program to a central server. The server then executes the program against others and reports the results to the player, from which they can make changes or improvements to the program. There are different and leagues for the programming games where the characters can compete with each other.

Usually a script is optimized for a special strategy. Similar approaches are used for more traditional games; the consists of matches between programs written for the of.

The competitive programming game has also found its way to various such as or Robot Turtles, typically where a program becomes a premade deck of playing cards played one by one to execute that code. Researchers presented RoboCode as a 'problem-based learning' substrate for teaching programming. Related areas Open world games that feature the ability for players to construct environmental from an array of building blocks have often been used by more advanced players to construct logic circuits and more advanced programs from the fundamental blocks. Is one such example, as while the game provides a limited set of blocks that mimic switches and electric circuits, users have been able to create basic functional computers within the virtual world, and at least one is aimed to teach children how to program on the virtual computer in a simplistic language.

Several sites, such as, help to teach real-world programming languages through, where video game principles are used to motivate the user. See also.

Sayer, Matt (October 3, 2016). Retrieved October 3, 2016. ^ Caldwell, Brendan (November 9, 2015). Retrieved October 3, 2016. Caldwell, Brendan (September 27, 2016).

Retrieved October 3, 2016. Metz, Cade (September 24, 2014). Retrieved October 3, 2016. O'Kelly, Jackie, and J. 'RoboCode & problem-based learning: a non-prescriptive approach to teaching programming.' ACM SIGCSE Bulletin 38, no.

3 (2006): 217-221. FInley, Klint (August 18, 2014).

Retrieved October 3, 2016. Vincent, Alice (August 19, 2011). Retrieved October 3, 2016.

External links.

This entry was posted on 18.10.2019.