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 === | ||
+ | {|border="0" | ||
+ | | 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. | ||
+ | |} | ||
[[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:
- Battle view is (re)painted
- All robots execute their code until they take action (and then paused)
- Time is updated (time = time + 1)
- All bullets move and check for collisions
- All robots move (heading, accelration, velocity, distance, in that order)
- All robots perform scans (and collect team messages)
- All robots are resumed to take new action
- 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. |