Difference between revisions of "Template:Movementarticles"
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This puts 10 on the [[stack]]. | This puts 10 on the [[stack]]. | ||
Than it puts {{{num}}} on the stack. | Than it puts {{{num}}} on the stack. | ||
− | Than it stores 10 in memory location {{{num}}} of the bot ([[ | + | Than it stores 10 in memory location {{{num}}} of the bot ([[{{{sysvar}}}]]) and removes {{{num}}} and 10 from the stack. |
− | The 10 in memory location {{{num}}} of the bot accelerates it +10 {{{dir}}} if | + | The 10 in memory location {{{num}}} of the bot accelerates it +10 {{{dir}}} if it has not reached the maximum acceleration in that direction. |
cond | cond | ||
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stop | stop | ||
− | A robot with this gene would constantly accelerate {{{dir}}} at a rate of 10 per turn. That is to say that his velocity in that direction would increase by a value of 10. If | + | A robot with this gene would constantly accelerate {{{dir}}} at a rate of 10 per turn. That is to say that his velocity in that direction would increase by a value of 10. If it should rotate then the direction in which the acceleration takes place would also change. |
==Technical Details:== | ==Technical Details:== |
Revision as of 14:10, 23 December 2005
[[{{{sysvar}}}]] ({{{num}}}) is a movement Sysvar.
Without these, there could be no movement, just bouncing, gliding, flowing and tie-pushing.
Sysvars:
Movement:
Forwards compatibility note: aimdx is the old name for aimright aimsx is the old name for aimleft |
Syntax:
- [[{{{sysvar}}}]] accelerates the robot {{{dir}}} of the direction he is facing.
Examples:
10 [[{{{sysvar}}}]] store
or
10 {{{num}}} store
This puts 10 on the stack. Than it puts {{{num}}} on the stack. Than it stores 10 in memory location {{{num}}} of the bot ([[{{{sysvar}}}]]) and removes {{{num}}} and 10 from the stack. The 10 in memory location {{{num}}} of the bot accelerates it +10 {{{dir}}} if it has not reached the maximum acceleration in that direction.
cond start 10 [[{{{sysvar}}}]] store stop
A robot with this gene would constantly accelerate {{{dir}}} at a rate of 10 per turn. That is to say that his velocity in that direction would increase by a value of 10. If it should rotate then the direction in which the acceleration takes place would also change.
Technical Details:
Movement values get cut above 1000 and below -1000, then added up to a single vector incluging tie and other propulsion vectors, then the vector gets cut to a lenght of 40 as maximum aceleration.
More details at Movement.