Re: Slow Text-gui
- Posted by Robert B Pilkington <bpilkington at JUNO.COM> Jan 19, 1998
- 765 views
>Some newbies asked for ideas for programming. Here is mine. I think >any competitive members of the list will find it interesting. > >How about a multiplayer game, where the skill is not in strategy or >reactions, but programming skill. Pitting different people's code against each >other and seeing which comes out top. It is a bit like AI I suppose and could >turn into a full game. The scenario could be an aerial dogfight or something >simple like a maze. Each player would have a routine, each rountine would be >called in turn and given all the variables in order to make its decision. Does >anybody fancy the idea ? There are a couple of games that do that. The best one (I've seen two) is Robot Battle. The robots are tanks, consisting of three things. The body, which is the main part, and can turn and has the treads. It has the slowest turning rate. It moves in the direction the torso is facing. You can call up a variable to find out exactly which direction you are facing. The second part is the turret, and moves a bit faster. You fire in that direction, and you can call up a variable to see which direction it is facing. The third is the radar, or sensor, which has the fastest turning rate, and can of course, you can call up a variable in the scripting language to see where that is facing so when you find a robot you can aim your turret at it. There are several nice language features, like events. You can make any routine happen on an event (such as colliding, getting hit, detecting an enemy), and then you can change it to a different routine next time the event happens (to create a less predictable pattern). This is one idea you can do, and is pretty cool. The author holds a contest to see who has the best robots. Two contests for each version. (You have to pay him an entry fee, but where else would he get the money to pay the winner and runners up?) Another idea you could do for this is let the programmer know certain variables that he can access from an Euphoria E file. Use code similar to this, I guess: constant PLAYERS = 4 include player1.e if players >= 2 then include player2.e end if if players >= 3 then include player3.e end if and so on for the maximum players. There are global variables that the .e file can access and the programmer codes in Euphoria to see what he can do with those variables to survive. You can place the arrays together like this: big_array = player1 -- player1 is player 1's entire array if PLAYERS >= 2 then big_array = big_array & {player2} end if and so on. I'm sure there are plenty other ways, but here are the ideas anyway. Hope somebody can do something with them. :)