ZX Power #04
09 января 2000 |
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Game room - SNAKE-HELP2. Principles of the game and the story of creation.
Snake FIGHT (Familiarity with the game) (C) 1999, Alexander Pelepeychenko __________________________________________ The purpose of this HELP - to acquaint the user with the basics of the program's. I. PRINCIPLES Snake FIGHT The principle of this game differs from most known games. Number participants is practically unlimited, but not less than 2. The role of the player is that he was preparing to contest its own a snake, is its founder and coach, but in the battle itself, he may take only place viewers. As it begins to snake live his own life: participating in competitions, behaves in accordance with the strategy that you laid in it, wins or is defeated, and - Who knows? - Might even bring you fame and profit. In addition, you have the opportunity to improve their fighting qualities Snake. In the battle itself is not involved at the same time more than four snakes. They attack each other, and if the head of the snake touches the tail of the opponent, it "bites" him, thus shortening the body of an opponent to one cell and adding it to its own length. The winner is the snake that has the greatest length after battlefield. Establish a taskforce Snake - is: * Select the name of the Snake * Set the password. * Educate the Snake behavior on the battlefield, Your snake - it's your property, so no one can either change it or spy secrets of her program, not knowing Your password ;-). II. MAIN MENU Start the game, you see the main menu, which looks like a set of images and softkey. PASSPORT Put the needle indicator on the picture and press M or click the mouse, and you come into view of your passport Snakes. BATTLE Place your cursor on the picture and press M or click the mouse to start a match between your selected snakes. NEW ZMEYUKA When you finally ate, it menu item can okaeatsya useful. Artificial Intelligence * This mode allows you to program the behavior of snakes on the battlefield. HELP (HELP) Well here comment, and so all clear. FILE I will say one thing - never to push the drive that you have only one copy. Though I never once saw (On my PENTAGON'e) a slew of CDs, but Yet fast disk interface with music on those companies that stood by us at the CCP killed all even loading'e. Well, okay, because there was a ROM: @ 1983 AMSTRAD LET PAUSE dneq wYer, 1946 = 53 RANDOMIZE nf_COPY @ 1985 pqi re ^'*(- 0893nd ej (That's how it was written) And the drive was the most that neither is patriotic - Soviet. ! Note: The menu option marked with the star daughter, available only after the introduction of Password snakes. IV. SOME OPTIONS MAIN MENU A) BOY Going into this mode, you'll see a game field in which data become available snakes participating in the contest. In the upper right corner placard on which is written the name, color and length of each snakes. Remote Control: START - start the duel; Slowly - in this mode, the performance of each first game is the first step Section slower. STOP - stops a fight at any moment. BET - not in principle a very useful op tion. In vain, I did it at all. ;))) Output - the main menu at any model instant of time. When the fight is over, you need to go out and go for the new arrangement zmeyuk. B) ARTIFICIAL INTELLIGENCE PRINCIPLES FOR THE ESTABLISHMENT OF PROGRAM-SNAKES During combat, each snake moves on cell field. Before each game step randomly determined sequence of moves snakes. Then each snake in the order makes a move. Progress means that the snake or moves to one an empty cell, or bites its tail opponent and moves to replace him. If neither one nor the other neleya do The snake is in place. The behavior of snakes is programmed through maps, consisting of 7 * 7 positions, which the player pushes the symbols of elements shown in the control panel. Can be used from 1 to 9 cards. At each time the snake surveys portion of the field size of 7 * 7 cells around his head and compares it with the first Map of behavior, rotating and reflecting it as necessary. Map is matched with a fragment of the field, if imposed by all elements of the cards were the same elements on the field. If this happens, the direction of his head on the map show the direction of movement in the next step. If not, then the fragment is compared with the next card and so on, until not found a suitable map. If The situation on the playing field does not match none of the cards given the behavior of snakes, the direction of motion in the next step chosen randomly. When comparing the map can rotate in any way and can also be turned face down. Therefore, it makes no sense to insert cards mutually symmetric arrangement of elements, as they will fire the same way. Exit - Use this softkey You can always exit the programming of intelligence snakes. In the PR.OPTSII there is a small service. With him, I guess you figure it out. I can only say that the left upper window should be chosen first map to which you intend to use the service functions. AND for some functions after their activation need to choose a card to which to apply this function. Well, go on, I think, on the interface you all so clear. And if it is not clear, then sort things out themselves. Well, about the most basic - Intelligence can also be read in the first part of the Units. __________________________________________
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