Difference between revisions of "Robocode/Game Physics"

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# All robots are resumed to take new action
 
# All robots are resumed to take new action
 
# Each robot is processing its event queue
 
# Each robot is processing its event queue
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=== Time and distance measurements in Robocode ===
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{|border="0"
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| Time (t) || Robocode time is measured in "ticks". Each robot gets one turn per tick. 1 tick = 1 turn.
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|-
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| Distance Measurement || Robocode's units are basically measured in pixels, with two exceptions. First, all distances are measured with double precision, so you can actually move a fraction of a pixel. Second, Robocode automatically scales down battles to fit on the screen. In this case, the unit of distance is actually smaller than a pixel.
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|}
  
 
[[Category:Robocode Documentation]]
 
[[Category:Robocode Documentation]]

Revision as of 14:05, 28 November 2007

This article is a stub. You can help RoboWiki by expanding it.

This page describes the game physics of Robocode

Robocode Game Physics

Robocode Processing Loop

The order that Robocode runs is as follows:

  1. Battle view is (re)painted
  2. All robots execute their code until they take action (and then paused)
  3. Time is updated (time = time + 1)
  4. All bullets move and check for collisions
  5. All robots move (heading, accelration, velocity, distance, in that order)
  6. All robots perform scans (and collect team messages)
  7. All robots are resumed to take new action
  8. Each robot is processing its event queue

Time and distance measurements in Robocode

Time (t) Robocode time is measured in "ticks". Each robot gets one turn per tick. 1 tick = 1 turn.
Distance Measurement Robocode's units are basically measured in pixels, with two exceptions. First, all distances are measured with double precision, so you can actually move a fraction of a pixel. Second, Robocode automatically scales down battles to fit on the screen. In this case, the unit of distance is actually smaller than a pixel.