📄 pwscript-improved.tcl
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# Penguin Warrior game script (Tcl).# This version of the script implements two states:# attack and evade. In the attack state, the opponent# homes in on the player and fires its weapons. After it# gets within a certain proximity of the player, it switches# to the evade state, in which it aims at a random point in the# world.# The name of our current state, attack or evade.set state attack# Coordinates to aim towards. In the attack state these will# be set to the player's position. In the evade state these# will be set to random values.set target_x 0set target_y 0proc playComputer { } { global computer_x computer_y computer_angle computer_accel global player_x player_y player_angle player_accel global target_x target_y state # Global constants. These are initially set by InitScripting(). global world_width world_height global player_forward_thrust player_reverse_thrust if {[string equal $state attack]} { # # Code for the attack state # # In attack mode, our target is the player. set target_x $player_x set target_y $player_y # If we're too close to the player, switch to evade. set distance [getDistanceToTarget] if {$distance < 30} { set state evade # Set an invalid target so the evade state will # come up with a new one. set target_x -1 return } # If we're far away, speed up. If we're close, lay off the throttle. if {$distance > 100} { set computer_accel $player_forward_thrust } elseif {$distance > 50} { set computer_accel [expr {$player_forward_thrust/3}] } else { set computer_accel 0 } # If we're close enough to the player, fire away! if {$distance < 200} { fireWeapon } } else { # # Code for the evade state # # Have we hit our target yet? (within a reasonable tolerance) if {abs($target_x - $computer_x) < 10 && abs($target_y - $computer_y) < 10} { puts "Going back into ATTACK mode." set state attack return } # Do we need to find a new target? if {$target_x < 0} { # Select a random point in the world as our target. set target_x [expr {int(rand()*$world_width)}] set target_y [expr {int(rand()*$world_height)}] puts "Selected new EVADE target." } set computer_accel $player_forward_thrust } # # State-independent code # # Figure out the quickest way to aim at our destination. set target_angle [getAngleToTarget] set arc [expr {$target_angle - $computer_angle}] if {$arc < 0} { set arc [expr {$arc + 360}] } if {$arc < 180} { set computer_angle [expr {$computer_angle + 3}] } else { set computer_angle [expr {$computer_angle - 3}] }}# Returns the distance (in pixels) between the target coordinate and the opponent.proc getDistanceToTarget { } { global computer_x computer_y target_x target_y set xdiff [expr {$computer_x - $target_x}] set ydiff [expr {$computer_y - $target_y}] return [expr {sqrt($xdiff * $xdiff + $ydiff * $ydiff)}]}# Returns the angle (in degrees) to the target coordinate from# the opponent. Uses basic trig (arctangent).proc getAngleToTarget { } { global computer_x computer_y target_x target_y set x [expr {$target_x - $computer_x}] set y [expr {$target_y - $computer_y}] set theta [expr {atan2(-$y,$x)}] if {$theta < 0} { set theta [expr {2*3.141592654 + $theta}] } return [expr {$theta * 180/3.141592654}]}
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