MY ROBOTS

ABSOLUTELY EVERYTHING ABOUT YOUR ARMY OF ROBOTS
  • none
    Grinch2013
    created 12/13/13 216 code lines fight
    1500 SCORE
    0 KILLS
    0 SHOTS
    0 HITS
    0.00%
    AVERAGE HITS/SHOT
    SCORE OVER TIME
  • # 23785
    RDAROS
    created 12/06/13 0 code lines fight fork
    1485 SCORE
    0 KILLS
    6 SHOTS
    2 HITS
    28.57%
    AVERAGE HITS/SHOT
    SCORE OVER TIME
    var Robot = function(robot) {}; // meus robos var my_robots = []; /** * */ var verify_my_robots = function(a, obj) { for (var i = 0; i < a.length; i++) { if (a[i] === obj) { return true; } } return false; } /** * Inicializa todos os robos e adiciona eles em uma lista de robos proprios */ var start_robots = function(robot){ robot.clone(); var is_my_robot = verify_my_robots(my_robots, robot.id); if(is_my_robot==false){ my_robots[my_robots.length] = robot.id; } } /** * Fogo seguindo o inimigo pra onde ele for */ var sleep_fire = function(number, robot){ for(var i = 0; i < number; i++){ robot.fire(); } for(var i = 0; i < 10; i++){ robot.rotateCannon(-2); robot.fire(); robot.turn(5); robot.ahead(10); robot.fire(); } for(var i = 0; i < 10; i++){ robot.back(10); robot.rotateCannon(-2); robot.fire(); robot.turn(-5); robot.fire(); } } /** * Looop infinito até encontrar um evento { robot: { // INFORMATION ON THE CURRENT GAME id, // Id from your robot angle, // Current angle from your robot in degrees cannonRelativeAngle, // Current angle from your cannon // relative to your robot cannonAbsoluteAngle, // Current angle from your cannon // relative to the board position: { x, // X position in the board from your robot y // Y position in the board from your robot }, life, // Percentage of the life from your robot gunCoolDownTime, // Time remaining in the cooldown from your // cannon after shooting availableClones, // Number of available clones you can use parentId, // In the case of being a clone, the id // from your parent element. null otherwise arenaWidth, // Width from the board arenaHeight // Height from the board // AVAILABLE ACTIONS // Moves the given amount ahead ahead: function(amount), // Moves the given amount backwards back: function(amount), // Rotates your cannon angle by the specified number of degrees rotateCannon: function(amount), // Rotates your robot the by the specified number of degrees turn: function(amount), // Fires your cannon. This functin has a cooldown before you can // use it again. fire: function(), // Subscribe to get notified whenever this action gets called // in the queue. notify: function(callback), // Removes all remaining actions your robot has from the queue stop: function(), // Clones your robot into another robot and can only be used once // per fight. Remember to check the parentId property to stop // your clone from shooting you. clone: function(), // Stops your robot from listening a given event (onWallColision, // for instance). ignore: function(eventName), // Starts listening a given event (onWallColision, for instance). listen: function(eventName) } } */ Robot.prototype.onIdle = function(ev) { var robot = ev.robot; start_robots(robot); //robot.ahead(90);//move o robo para frente if(my_robots[0] == robot.id){ robot.ahead(100); robot.turn(50); robot.ahead(100); robot.rotateCannon(180);//rotaciona o canhao }else{ robot.rotateCannon(-180); //robot.turn(100);//rotaciona o canhao //robot.back(50); } //robot.back(100);//move o robo para traz //robot.fire();//dispara }; /** se encontrar algum robo na mira do canhao { robot: { // Same as onIdle }, scannedRobot: { id, // Id from the robot position: { x, // X position from the other robot relative to the board }, angle, // Angle from the other robot cannonAngle, // Cannon angle relative to the other robot life, // Percentage of life from the other robot parentId // If this is a clone, the clone's parent id. // null otherwise } } */ Robot.prototype.onScannedRobot = function(ev) { var robot = ev.robot; var scannedRobot = ev.scannedRobot; var is_my_robot = verify_my_robots(my_robots, scannedRobot.id); if(is_my_robot == false){ //fogo no robo inimigo sleep_fire(100, robot); }else{ //robo amigo deve se movimentar } }; /** * sempre que uma bala atinge seu robo { robot: { // Same as onIdle }, bearing // angle that the bullet came from relative // to my tank's angle } */ Robot.prototype.onHitByBullet = function(ev) { var robot = ev.robot; robot.ahead(50); robot.turn(50); robot.ahead(50); robot.turn(ev.bearing); }; /* * quando seu robo bate em uma parede { robot: { // Same as onIdle }, bearing // Degrees of the wall relative to my robot // this property can vary from -180 to 180 degrees } */ Robot.prototype.onWallCollision = function(ev) { var robot = ev.robot; robot.turn(-ev.bearing); robot.ahead(10); }; /** Quando colidir com outro robo { robot: { // Same as onIdle }, bearing, // Degrees that the other robot relative to my robot // this property can vary from -180 to 180 degrees collidedRobot: { // Information on the robot that collided with mine id, // Id from the robot position: { x, // X position from the other robot relative to the board y // Y position from the other robot relative to the board }, angle, // Angle from the other robot cannonAngle, // Cannon angle relative to the other robot life, // Percentage of life from the other robot parentId // If this is a clone, the clone's parent id. // null otherwise }, myFault // Boolean value that indicates whether I hit the other // robot or the opposite } */ Robot.prototype.onRobotCollision = function(ev) { var robot = ev.robot; robot.turn(ev.bearing); robot.ahead(100); };
  • none
    Terminator2013
    created 11/13/13 216 code lines fight
    1500 SCORE
    0 KILLS
    0 SHOTS
    0 HITS
    0.00%
    AVERAGE HITS/SHOT
    SCORE OVER TIME

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