mirror of https://github.com/dirtbags/tanks.git
148 lines
4.7 KiB
Plaintext
148 lines
4.7 KiB
Plaintext
<!DOCTYPE html>
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<html>
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<head>
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<title>Tanks Introduction</title>
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<meta charset="utf-8">
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<link rel="stylesheet" href="dirtbags.css" type="text/css">
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<script type="application/javascript" src="tanks.js"></script>
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<script type="application/javascript" src="figures.js"></script>
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</head>
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<body>
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<h1>Tanks Introduction</h1>
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<table class="figure">
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<caption>"ChashTank" dominates this short round.</caption>
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<tr>
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<td>
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<canvas id="shortround"></canvas>
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<script type="text/javascript">
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start("shortround", shortround);
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</script>
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</td>
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</tr>
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</table>
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<p>
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Tanks is a game in which you pit your coding abilities against
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other hackers. You write a program for your tank, set it out on
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the battlefield, and watch how it fares against other tanks while
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running your program.
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</p>
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<p>
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Each tank has a turret-mounted laser, two treads, up to ten
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sensors, and a diagnostic LED. Sensors are used to detect when
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other tanks are inside a given arc. In the examples on this page,
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"triggered" sensors turn black. Most tanks will take some action
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if a sensor is triggered, such as changing speed of the treads,
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turning the turret, or firing.
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</p>
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<p>
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Tanks are programmed in Forf, a stack-based language similar to
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PostScript. Please read the <a href="forf.html">Forf manual</a>
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to learn more about forf, and the <a href="procs.html">Tanks
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procedure reference</a> for a description of Tanks extensions.
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</p>
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<h2>Quick Start for the Impatient</h2>
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<table class="figure left">
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<caption>"Crashmaster" pwns the lame default tank provided in this
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section.</caption>
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<tr>
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<td>
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<canvas id="default"></canvas>
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<script type="text/javascript">
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start("default", default_);
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</script>
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</td>
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</tr>
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</table>
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<p>
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To get started, head over to the <a href="designer.html">Tank
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Designer</a> and enter the following example tank. This tank will
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move around, turn the turret, and fire if there's something in
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front of it.
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</p>
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<pre style="clear: both;">
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Sensor 0: 50 0 7 ☑
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Sensor 1: 30 0 90 ☐
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get-turret 12 + set-turret! ( Rotate turret )
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37 40 set-speed! ( Go in circles )
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0 sensor? { fire! } if ( Fire if turret sensor triggered )
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1 sensor? { -50 50 set-speed! } if ( Turn if collision sensor triggered )
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</pre>
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<p>
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Obviously, this tank could be improved. Studying the examples on
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this page should give you ideas about how to make a better tank.
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Don't forget the <a href="forf.html">Forf manual</a> and the
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<a href="procs.html">Tank procedure reference</a>.
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</p>
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<h2>Tank Specifications</h2>
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<table class="figure">
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<caption>"Ant Lion" nails "Rabbit With Gun".</caption>
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<tr>
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<td>
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<canvas id="antlion"></canvas>
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<script type="text/javascript">
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start("antlion", antlion);
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</script>
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</td>
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</tr>
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</table>
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<p>
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Your PF-255 autonomous tank is built to the exacting
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specifications sent to our factory in New Khavistan. All
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distances are in meters, angles in degrees.
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</p>
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<dl style="clear: both;">
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<dt>Tank size</dt>
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<dd>
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The targettable area of the tank—the part which can be hit by a
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cannon—is a circle about 7½ meters in radius.
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</dd>
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<dt>Speed</dt>
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<dd>
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Each tread can have a speed between -100 and 100. This is in
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percentage of total speed for that tread, where total speed is
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roughly 7 meters per turn.
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</dd>
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<dt>Sensors</dt>
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<dd>
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Each sensor has a maximum range of 100 meters. Of course, you
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don't have to use the full range. Sensors may be attached to
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the turret (they turn along with the turret), or left fixed to
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the tank.
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</dd>
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<dt>Turret</dt>
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<dd>
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Turret angle can be set between -359° and 359°, with 0° directly
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in front of the tank. Be aware that it takes time for the
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turret to swing around: the turret can swing about 18° per turn.
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</dd>
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<dt>Cannon range and recharging</dt>
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<dd>
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When the cannon is fired, it obliterates everything for 50
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meters in front of it. It takes around 20 turns for your cannon
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to recharge after it's been fired, so only shoot when you feel
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like you're going to hit something.
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</dd>
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</dl>
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Good luck blowing everybody up!
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include(nav.html.inc)
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</html>
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