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Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>得到当前敌人总数
<DT><A HREF="AIplatform/event/OutputEvent.html#getOutput()"><B>getOutput()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/OutputEvent.html">OutputEvent</A>
<DD>得到这次输出的内容
<DT><A HREF="AIplatform/robot/Gun.html#getPower()"><B>getPower()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Gun.html">Gun</A>
<DD>得到用户将要发射的炮弹的能量
<DT><A HREF="AIplatform/event/HitByBulletEvent.html#getPower()"><B>getPower()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/HitByBulletEvent.html">HitByBulletEvent</A>
<DD>得到命中的子弹的能量
<DT><A HREF="AIplatform/event/BulletHitEvent.html#getPower()"><B>getPower()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/BulletHitEvent.html">BulletHitEvent</A>
<DD>得到击中敌人的炮弹的能量
<DT><A HREF="AIplatform/robot/Body.html#getPreferVelocity()"><B>getPreferVelocity()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Body.html">Body</A>
<DD>得到用户想要到达的速度
<DT><A HREF="AIplatform/robot/Gun.html#getPrepareTime()"><B>getPrepareTime()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Gun.html">Gun</A>
<DD>得到准备发弹的时间 每两次发射炮弹需要一定的间隔时间,此函数返回下次发射炮弹需要的时间
<DT><A HREF="AIplatform/robot/Robot.html#getRadar()"><B>getRadar()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>得到雷达控制器Example //让雷达顺时针旋转360度(PI*2) //当然,这个过程需要360/45=8个单位时间完成 getRadar().turn(Math.PI*2);
<DT><A HREF="AIplatform/robot/Robot.html#getScore()"><B>getScore()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>得到当前的比赛得分
<DT><A HREF="AIplatform/robot/Robot.html#getTime()"><B>getTime()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>得到当前时间
<DT><A HREF="AIplatform/event/Event.html#getTime()"><B>getTime()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/Event.html">Event</A>
<DD>得到事件发生的时间
<DT><A HREF="AIplatform/robot/Robot.html#getTotalRounds()"><B>getTotalRounds()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>得到总的比赛轮数
<DT><A HREF="AIplatform/robot/Radar.html#getTurnRemaining()"><B>getTurnRemaining()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Radar.html">Radar</A>
<DD>得到用户想用转动的角度的剩余量 比如:上个单位时间,用户用turn(Math.toRadians(50))让雷达旋转50度 但是雷达的最大旋转速度为45度/单位时间,所以这个单位时间调用getTurnRemaining() 会得到返回值0.08754(5/180*PI),说明还有5度需要转动,如果用户此时没有新的turn函数的调用 那么下个单位时间雷达将会只转动5度
<DT><A HREF="AIplatform/robot/Gun.html#getTurnRemaining()"><B>getTurnRemaining()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Gun.html">Gun</A>
<DD>得到用户想用转动的度数的剩余量 比如:上个单位时间,用户用turn(Math.toRadians(30))让炮管旋转25度 但是炮管的最大旋转速度为25度/单位时间,所以这个单位时间调用getTurnRemaining() 会得到返回值0.08754(5/180*PI),说明还有5度需要转动,如果用户此时没有新的turn函数的调用 那么下个单位时间炮管将会只转动5度
<DT><A HREF="AIplatform/robot/Body.html#getTurnRemaining()"><B>getTurnRemaining()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Body.html">Body</A>
<DD>得到用户想用转动的角度的剩余量 比如:上个单位时间,用户用turn(Math.toRadians(15))让车身旋转15度 但是车身的最大旋转速度为10度/单位时间,所以这个单位时间调用getTurnRemaining() 会得到返回值0.08754(5/180*PI),说明还有5度需要转动,如果用户此时没有新的turn函数的调用 那么下个单位时间车身将会只转动5度
<DT><A HREF="AIplatform/robot/Body.html#getVelocity()"><B>getVelocity()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Body.html">Body</A>
<DD>得到当前的移动速度
<DT><A HREF="AIplatform/event/ScannedRobotEvent.html#getVelocity()"><B>getVelocity()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/ScannedRobotEvent.html">ScannedRobotEvent</A>
<DD>得到被扫描到的机器人的当前速度
<DT><A HREF="AIplatform/robot/Map.html#getWidth()"><B>getWidth()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Map.html">Map</A>
<DD>返回战场宽
<DT><A HREF="AIplatform/robot/Body.html#getX()"><B>getX()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Body.html">Body</A>
<DD>得到当前的x坐标
<DT><A HREF="AIplatform/event/ScannedRobotEvent.html#getX()"><B>getX()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/ScannedRobotEvent.html">ScannedRobotEvent</A>
<DD>得到被扫描到的机器人的X坐标
<DT><A HREF="AIplatform/event/HitRobotEvent.html#getX()"><B>getX()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/HitRobotEvent.html">HitRobotEvent</A>
<DD>得到相撞的机器人的X坐标
<DT><A HREF="AIplatform/event/BulletHitEvent.html#getX()"><B>getX()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/BulletHitEvent.html">BulletHitEvent</A>
<DD>得到中弹敌人的X坐标
<DT><A HREF="AIplatform/robot/Body.html#getY()"><B>getY()</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Body.html">Body</A>
<DD>得到当前的y坐标
<DT><A HREF="AIplatform/event/ScannedRobotEvent.html#getY()"><B>getY()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/ScannedRobotEvent.html">ScannedRobotEvent</A>
<DD>被扫描到的机器人的Y坐标
<DT><A HREF="AIplatform/event/HitRobotEvent.html#getY()"><B>getY()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/HitRobotEvent.html">HitRobotEvent</A>
<DD>得到相撞的机器人的Y坐标
<DT><A HREF="AIplatform/event/BulletHitEvent.html#getY()"><B>getY()</B></A> -
Method in class AIplatform.event.<A HREF="AIplatform/event/BulletHitEvent.html">BulletHitEvent</A>
<DD>得到中弹敌人的Y坐标
<DT><A HREF="AIplatform/robot/Gun.html"><B>Gun</B></A> - class AIplatform.robot.<A HREF="AIplatform/robot/Gun.html">Gun</A>.<DD> 用户炮管单元,这个类象征着机器人上的炮管。<DT><A HREF="AIplatform/robot/Gun.html#Gun(AIplatform.robot.Robot)"><B>Gun(Robot)</B></A> -
Constructor for class AIplatform.robot.<A HREF="AIplatform/robot/Gun.html">Gun</A>
<DD>
</DL>
<HR>
<A NAME="_H_"><!-- --></A><H2>
<B>H</B></H2>
<DL>
<DT><A HREF="AIplatform/event/HitByBulletEvent.html"><B>HitByBulletEvent</B></A> - class AIplatform.event.<A HREF="AIplatform/event/HitByBulletEvent.html">HitByBulletEvent</A>.<DD>被敌人击中事件 当你被敌人打中时,该事件触发<DT><A HREF="AIplatform/event/HitByBulletEvent.html#HitByBulletEvent(AIplatform.battle.peer.RobotPeer, AIplatform.battle.peer.BulletPeer)"><B>HitByBulletEvent(RobotPeer, BulletPeer)</B></A> -
Constructor for class AIplatform.event.<A HREF="AIplatform/event/HitByBulletEvent.html">HitByBulletEvent</A>
<DD>
<DT><A HREF="AIplatform/event/HitRobotEvent.html"><B>HitRobotEvent</B></A> - class AIplatform.event.<A HREF="AIplatform/event/HitRobotEvent.html">HitRobotEvent</A>.<DD>撞到机器人事件 当你的机器人撞到其它的机器人时,该事件触发<DT><A HREF="AIplatform/event/HitRobotEvent.html#HitRobotEvent(AIplatform.battle.peer.RobotPeer)"><B>HitRobotEvent(RobotPeer)</B></A> -
Constructor for class AIplatform.event.<A HREF="AIplatform/event/HitRobotEvent.html">HitRobotEvent</A>
<DD>
<DT><A HREF="AIplatform/event/HitWallEvent.html"><B>HitWallEvent</B></A> - class AIplatform.event.<A HREF="AIplatform/event/HitWallEvent.html">HitWallEvent</A>.<DD>撞墙事件 当自己的robot撞到墙时,该事件触发<DT><A HREF="AIplatform/event/HitWallEvent.html#HitWallEvent(AIplatform.battle.peer.RobotPeer)"><B>HitWallEvent(RobotPeer)</B></A> -
Constructor for class AIplatform.event.<A HREF="AIplatform/event/HitWallEvent.html">HitWallEvent</A>
<DD>
</DL>
<HR>
<A NAME="_M_"><!-- --></A><H2>
<B>M</B></H2>
<DL>
<DT><A HREF="AIplatform/robot/Map.html"><B>Map</B></A> - class AIplatform.robot.<A HREF="AIplatform/robot/Map.html">Map</A>.<DD>战场大小信息描述<DT><A HREF="AIplatform/robot/Map.html#Map(int, int)"><B>Map(int, int)</B></A> -
Constructor for class AIplatform.robot.<A HREF="AIplatform/robot/Map.html">Map</A>
<DD>
<DT><A HREF="AIplatform/robot/Body.html#move(double)"><B>move(double)</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Body.html">Body</A>
<DD>设置想到达的速度,用于控制车身的移动 用户用此函数来控制机器人的移动 当用户设置了期望达到的速度后,系统自动控制机器人加速或者减速直到达到期望的速度 然后匀速运行(如果没有设置新的期望速度的话) 注意:前进最大速度为8,后退最小速度为-5,也就是说有效速度为[-5,8] 如果设置的期望速度大于8,系统会设置其为8,小于-5,会设置为-5
</DL>
<HR>
<A NAME="_O_"><!-- --></A><H2>
<B>O</B></H2>
<DL>
<DT><A HREF="AIplatform/robot/Robot.html#onBegin(AIplatform.event.BeginEvent)"><B>onBegin(BeginEvent)</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>当开始一轮新的战斗时触发 通常,用户可重载此函数实现战斗开始时候的一些初始化工作
<DT><A HREF="AIplatform/robot/Robot.html#onBulletHit(AIplatform.event.BulletHitEvent)"><B>onBulletHit(BulletHitEvent)</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>当打中某个敌人时触发
<DT><A HREF="AIplatform/robot/Robot.html#onFinish(AIplatform.event.FinishEvent)"><B>onFinish(FinishEvent)</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>当一轮战斗结束时触发 通常,用户可重载此函数实现结束开始时候的一些收尾工作
<DT><A HREF="AIplatform/robot/Robot.html#onHitByBullet(AIplatform.event.HitByBulletEvent)"><B>onHitByBullet(HitByBulletEvent)</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>当被敌人打中时触发
<DT><A HREF="AIplatform/robot/Robot.html#onHitRobot(AIplatform.event.HitRobotEvent)"><B>onHitRobot(HitRobotEvent)</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>当撞到其它敌人时触发
<DT><A HREF="AIplatform/robot/Robot.html#onHitWall(AIplatform.event.HitWallEvent)"><B>onHitWall(HitWallEvent)</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>当撞到墙时触发
<DT><A HREF="AIplatform/robot/Robot.html#onOvertime(AIplatform.event.OvertimeEvent)"><B>onOvertime(OvertimeEvent)</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>当机器人执行操作超时时触发 传入一个超时的事件
<DT><A HREF="AIplatform/robot/Robot.html#onRobotDeath(AIplatform.event.RobotDeathEvent)"><B>onRobotDeath(RobotDeathEvent)</B></A> -
Method in class AIplatform.robot.<A HREF="AIplatform/robot/Robot.html">Robot</A>
<DD>当某个敌人死时触发Example //输出敌人死亡 public void onRobotDeath(RobotDeathEvent event){ println(event.getName()+" is dead!")
<DT><A HREF="AIplatform/robot/Robot.html#onScannedRobot(AIplatform.event.ScannedRobotEvent)"><B>onScannedRobot(ScannedRobotEvent)</B></A> -
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