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Batter manuals
This commit is contained in:
+59
-75
@@ -67,107 +67,91 @@ The keyboard controls here are simple, cursor keys or joystick: left/right - cha
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* [START] + [OPTION] - immediately force the end of the game (Game Over), just like [O] but without confirmation.
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* [ESC] - during the entire game at any time (unless the computer is playing, then sometimes you have to wait a while) you can press the [ESC] key, which allows you to abort the game and return to the beginning (of course, there is protection against accidental pressing).
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## 5. Game mechanics
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## 5. Game mechanics - offensive weapons
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And here's a rundown of the description of how each weapon works, scoring rules, etc:
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### Energy of tanks.
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- At the beginning of each round, each tank has 99 ash units of energy.
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- Tanks' energy is depleted in 3 ways:
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* one unit after each shot is fired
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* while falling (one pixel down 2 units).
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* when a projectile hits the tank or next to it - and here the amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
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### First, what we know about tank energy
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- Tanks have energy (and Ogres have layers - like an onion) - 99 units at the start of a round.
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- Energy of tanks is depleted in 3 ways:
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* one unit after firing each shot,
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* while falling (one pixel down takes 2 units of energy),
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* when a projectile hits a tank or its proximity. The amount of energy subtracted depends on the distance from the center of the explosion and the type/power of the projectile.
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### How energy subtraction works (and earning money!).
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After each round the amount of money gained/lost is calculated this is done on the basis of two variables accumulated by each tank during the round. These variables are:
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### How energy subtraction works (and makes money!)
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`gain` - energy "captured" from tanks hit (also if you hit yourself :) and here's the catch, if you have very little energy left it can be profitable to hit yourself with a powerful weapon!
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After each round, the amount of money gained/lost is calculated. This is done on the basis of two variables accumulated by each tank during the round. These variables are:
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`lose` - energy lost due to explosion/fall (and here it is important to count the total loss of energy even if the tank has less at the moment of hit).
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`gain` - energy "captured" from hit tanks (also when you hit yourself :) and here's the catch, if you have very little energy left it may be profitable to hit yourself with a powerful weapon!
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`lose` - energy lost due to explosion/fall (important - the total potential loss of energy is taken into account even if the tank has less at the time of the hit).
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In addition, the tank that won the round has a `gain` parameter (captured energy from tanks hit) increased by the energy remaining at the end of the round (because it did not die and should have it - although the survival of the fittest is not guaranteed :) )
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In addition, the tank that won the round has a parameter gain (captured from hit tanks energy) increased by the remaining energy at the end of the round (because it did not die and should have it - although it also happens otherwise :) )
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Specifically:
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### After each round:
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`money = money + (2 * (gain + energy))`
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`money = money + (20 * (gain+energy))`.
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`money = money - lose`
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`money = money - (10 * lose)`.
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`if money < 0 then money = 0`
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`if money <0 then money=0`.
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(at the start of each round `gain` and `lose` have a value of 0)
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(at the start of each round `gain` and `lose` have a value of 0).
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During a round, if another tank is hit as a result of a shot fired by a tank, the tank firing the shot "gets the energy" taken away from the hit tank.
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### tank taking a shot:
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`gain = gain + EnergyDecrease`.
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### tank hit:
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`lose = lose + EnergyDecrease`.
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### For tank firing a shot:
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Where `EnergyDecrease` is the loss of energy due to the hit.
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`gain = gain + EnergyDecrease`
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Of course, at the same time the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss cannot exceed the energy you have.
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### Tank being hit:
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## How a hit works.
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`lose = lose + EnergyDecrease`
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Where `EnergyDecrease` is the loss of energy due to a hit.
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Of course, at the same time, the hit tank loses the amount of energy stored in `EnergyDecrease`, except that here the loss can not exceed the energy held.
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Note that the screen representation of money has an extra 0 added at the end so you actually have 10 times more cash than the above calculation shows :)
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## How the hit works.
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Each weapon that results in an explosion has a radius of fire (`ExplosionRadius`).
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Each weapon that results in an explosion has its own blast radius.
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After the explosion, every tank in its range loses energy.
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The way it works is that the distance of the hit tank from the center of the explosion is calculated, the `ExplosionRadius` reduced by this distance is multiplied by 8 and the result is `EnergyDecrease`.
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It works in such a way that if the hit is exactly on the center point of the tank `EnergyDecrease` receives the maximum value for the weapon, and for each pixel of distance from the center of the tank this value is reduced by 8.
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That is, in the case of hitting a tank centrally:
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`EnergyDecrease = ExplosionRadius * 8`
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and with each pixel farther from the center, 8 fewer units are lost.
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For example, if a hit with the Baby Missile weapon hits the center of the tank perfectly, it will lose exactly 88 units of energy (plus what it loses falling after the explosion).
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If you hit with the same weapon at a distance of 10 pixels from the center of the tank, the loss will be only 8 units.
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I don't know if it's understandable - I do understand it :)
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And here are the values of maximum energy loss for individual weapons. If a weapon explodes several times, each explosion is calculated independently (additional values in the table):
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For example, if a tank is hit centrally with a Baby Missile - it is subtracted 88 units of energy (11 * 8), which also means that when this missile hits at a distance of 12 pixels from the tank - it does not lose energy at all.
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And here are the `ExplosionRadius` values for each weapon:
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| Weapon | `ExplosionRadius` |
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| Offensive weapons | maximum energy loss |
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| --- | --- |
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| Baby Missile | 11 |
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| Missile | 17 |
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| Baby Nuke | 25 |
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| Nuke | 30 |
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| LeapFrog| 17 15 13 |
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| Funky Bomb | 21 11 (* 5) |
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| MIRV | 17 (* 5) |
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| Death's Head | 30 (* 5) |
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| Napalm | x 40 (this weapon is different and the distance from the center is not determined, simply any tank within range of the flames loses 40 units of energy - the ExplosionRadius variable is not used) |
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| Hot Napalm | x 80 (the same principle as in Napalm) |
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| Baby Roller | 11 |
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| Roller | 21 |
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| Heavy Roller | 30 |
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| Riot Charge | 31 |
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| Riot Blast | 0 (in reality - 61 but with these weapons it is not taken into account when counting energy loss only the width of the ground to fall) |
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| Riot Bomb | 17 |
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| Heavy Riot Bomb | 29 |
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| Baby Digger | 0 (60 - as in Riot Blast) |
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| Digger | 0 (60 - as above) |
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| Heavy Digger | 0 (60 - as above) |
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| Baby Sandhog | 0 (60 - as above) |
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| Sandhog | 0 (60 - as above) |
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| Heavy Sandhog | 0 (60 - as above) |
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| Dirt Clod | 12 |
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| Dirt Ball | 22 |
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| Ton of Dirt | 31 |
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| Liquid Dirt | 0 (maybe it's worth changing?) |
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| Dirt Charge | 0 (61 - as above) |
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| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit, the `ExplosionRadius` variable is not used, so there is no multiplication by 8 - we simply subtract 100 units of energy - that is, the tank always dies).|
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| Baby Missile | 88 |
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| Missile | 136 |
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| Baby Nuke | 200 |
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| Nuke | 240 |
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| LeapFrog| 136 120 104 |
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| Funky Bomb | 168 88 (* 5) |
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| MIRV | 136 (* 5) |
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| Death's Head | 240 (* 5) |
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| Napalm | 40 (this weapon is different and the distance from the center is not determined, simply any tank in range of the flames loses 40 units of energy) |
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| Hot Napalm | 80 (the rule is the same as in Napalm) |
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| Baby Roller | 88 |
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| Roller | 168 |
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| Heavy Roller | 240 |
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| Riot Charge | 0 (no energy is subtracted, but a portion of the ground upward from the hit point in a 31-pixel radius is removed) |
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| Riot Blast | 0 (as in Dirt Charge, but in a radius of 61 pixels) |
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| Riot Bomb | 0 (no energy is subtracted, but the ground in a radius of 17 pixels from the hit point is destroyed - as in the case of Missile. The weapon is useful for digging out after being buried, or for undermining an opponent) |
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| Heavy Riot Bomb | 0 (as in Riot Bomb, but the explosion radius is 29 pixels from the point of impact - as in the case of Nuke) |
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| Baby Digger | 0 (no energy is subtracted, but a portion of the ground is undermined in a radius of 60 pixels from the point of impact) |
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| Digger | 0 (as above - greater undermining) |
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| Heavy Digger | 0 (as above - greatest undermining) |
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| Baby Sandhog | (as above - another way of undermining) |
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| Sandhog | 0 (as above - larger dig) |
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| Heavy Sandhog | 0 (as above - largest dig) |
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| Dirt Clod | 0 (no energy is subtracted, but a ground ball with a radius of 12 pixels from the hit point is created. The weapon is useful for burying the opponent) |
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| Dirt Ball | 0 (as above, but the radius of the ball is 22 pixels) |
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| Ton of Dirt | 0 (as above, but the radius of the ball is 31 pixels) |
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| Liquid Dirt | 0 (floods the ground at the point of hit with liquid soil, filling in the depressions) |
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| Laser | x 100 (but here it is also different - equally 100 only in the case of a direct hit simply subtract 100 units of energy - that is, the tank always dies) |
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The big points received by the player are the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (using **White Flag**), it is not counted and does not give big points.
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Only these big points determine the order in the summary.
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Large points received by the player is the number of tanks that died earlier than him. If any of the other tanks capitulated earlier (**White Flag**) is not added to those that died and does not give points.
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Only these points determine the order in the summary
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## 6. And now for defensive weapons:
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+40
-50
@@ -66,12 +66,10 @@ Tutaj klawiszologia jest prosta, klawisze kursora lub joystick: lewo/prawo - zmi
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* [START] + [OPTION] - natychmiastowe wymuszenie zakończenia gry (Game Over), tak jak [O] ale bez potwierdzenia.
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* [ESC] - w czasie całej gry w dowolnym momencie (chyba że akurat gra komputer, wtedy czasem trzeba chwilę poczekać) można nacisnąć klawisz [ESC], który umożliwia przerwanie gry i powrót na początek (oczywiście jest zabezpieczenie przed przypadkowym naciśnięciem).
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## 5. Zasady gry
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## 5. Zasady gry - bronie ofensywne
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A tutaj zręby opisu działania poszczególnych broni, zasad punktacji itp:
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### Najpierw co wiemy o energii czołgów
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- Czołgi mają energię (a Ogry warstwy - jak cebula) - na starcie 99 jednostek
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### Energia czołgów
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- Na początku każdej rundy każdy czołg ma 99 jesnostek energii.
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- Energii czołgom ubywa na 3 sposoby:
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* jedna jednostka po oddaniu każdego strzału
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* w czasie spadania (jeden piksel w dół 2 jednostki)
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@@ -89,9 +87,9 @@ Dodatkowo czołg który wygrał rundę ma parametr gain (przechwyconej od trafio
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Konkretnie:
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### Po każdej rundzie:
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`money = money + (2 * (gain+energy))`
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`money = money + (20 * (gain+energy))`
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`money = money - lose`
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`money = money - (10 * lose)`
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`if money <0 then money=0`
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@@ -107,58 +105,50 @@ gdzie `EnergyDecrease` to utrata energii w wyniku trafienia.
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Oczywiście jednocześnie trafiony czołg traci ilość energii zapisaną w `EnergyDecrease`, z tym że tutaj strata nie może przekroczyć posiadanej energii.
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Uwaga! Ekranowa reprezentacja pieniędzy ma na końcu dopisane dodatkowe 0 więc faktyczne mamy 10 razy więcej kasy niż wynika z powyższych obliczeń :)
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## Jak działa trafienie.
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Każda broń, która skutkuje eksplozją, ma swój promień rażenia (`ExplosionRadius`).
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Każda broń, która skutkuje eksplozją, ma swój promień rażenia.
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Po eksplozji każdy czołg w jej zasięgu traci energię.
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Działa to tak, że obliczana jest odległość trafianego czołgu od centrum eksplozji, zmniejszony o tę odległość ExplosionRadius jest mnożony przez 8 i w wyniku otrzymujemy `EnergyDecrease`.
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Działa to tak, że jeśli trafienie jst dokładnie w centralny punkt czołgu `EnergyDecrease` otrzymuje maksymalną wartość dla danej broni, a za każdym pikselem odległości od centrum czołgu wartość ta jest zmniejszana o 8.
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Czyli w przypadku trafienia centralnie w czołg:
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`EnergyDecrease = ExplosionRadius * 8`
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Przykładowo jeśli strał oddany za pomocą broni Baby Missile trafi idelanie w centum czołgu to straci on dokładnie 88 jednostek energii (plus to co straci spadając po eksplozji).
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W przypadku tafienia tą samą bronią w odległości 10ciu pikseli od centrum czołgu strata ta będzie wynośiła już tyko 8 jednostek.
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a z każdym pikselem dalej od centrum ubywa o 8 jednostek mniej.
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A oto wartości maksymalnego ubytku energii dla poszczególnych broni. Jeśli broń eksploduje kilka razy, każda z eksplozji jest obliczana niezależnie (dodatkowe wartości w tabeli):
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Nie wiem czy to zrozumiałe - ja rozumiem :)
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Przykładowo, jeśli czołg zostanie trafiony centralnie przy pomocy Baby Missile - odejmowane jest mu 88 jednostek energii (11 * 8), co także oznacza, że przy trafieniu tym pociskiem w odległości 12 pikseli od czołgu - nie traci on energii wcale.
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A oto wartości promienia rażenia (ExplosionRadius) dla poszczególnych broni:
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| Weapon | `ExplosionRadius` |
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| Broń ofensywna | maksymalna wartość ubytku energii |
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| --- | --- |
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| Baby Missile | 11 |
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| Missile | 17 |
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| Baby Nuke | 25 |
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| Nuke | 30 |
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| LeapFrog| 17 15 13 |
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| Funky Bomb | 21 11 (* 5) |
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| MIRV | 17 (* 5) |
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| Death's Head | 30 (* 5) |
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| Napalm | x 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii - zmienna ExplosionRadius nie jest używana) |
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| Hot Napalm | x 80 (zasada taka jak w Napalm) |
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| Baby Roller | 11 |
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| Roller | 21 |
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| Heavy Roller | 30 |
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| Riot Charge | 31 |
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| Riot Blast | 0 (tak na prawdę - 61 ale przy tych broniach nie jest brana pod uwagę przy liczeniu ubytku energii tylko szerokości gruntu do opadnięcia) |
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| Riot Bomb | 17 |
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| Heavy Riot Bomb | 29 |
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| Baby Digger | 0 (60 - jak w Riot Blast) |
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| Digger | 0 (60 - jak wyżej) |
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| Heavy Digger | 0 (60 - jak wyżej) |
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| Baby Sandhog | 0 (60 - jak wyżej) |
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| Sandhog | 0 (60 - jak wyżej) |
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| Heavy Sandhog | 0 (60 - jak wyżej) |
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| Dirt Clod | 12 |
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| Dirt Ball | 22 |
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| Ton of Dirt | 31 |
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| Liquid Dirt | 0 (może warto to zmienić?) |
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| Dirt Charge | 0 (61 - jak wyżej) |
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| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia, zmienna ExplosionRadius nie jest używana, więc nie ma mnożenia przez 8 - po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
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| Baby Missile | 88 |
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| Missile | 136 |
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| Baby Nuke | 200 |
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| Nuke | 240 |
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| LeapFrog| 136 120 104 |
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| Funky Bomb | 168 88 (* 5) |
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| MIRV | 136 (* 5) |
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| Death's Head | 240 (* 5) |
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| Napalm | 40 (ta broń jest inna i nie jest wyznaczana odległość od centrum, po prostu każdy czołg znajdujący się w zasięgu płomieni traci 40 jednostek energii) |
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| Hot Napalm | 80 (zasada taka jak w Napalm) |
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| Baby Roller | 88 |
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| Roller | 168 |
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| Heavy Roller | 240 |
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| Riot Charge | 0 (nie jest odejmowana energia, ale usuwana jest część gruntu w górę od punktu trafienia w promieniu 31 pikseli) |
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| Riot Blast | 0 (jak w Dirt Charge, tyle że w promieniu 61 pikseli) |
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| Riot Bomb | 0 (nie jest odejmowana energia, ale niszczony jest grunt w promieniu 17 pikseli od punktu trafienia - tak jak w wypadku Missile. Broń przydatna do odkopywania się po zasypaniu, bądź podkopywania przeciwnika) |
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| Heavy Riot Bomb | 0 (jak w Riot Bomb, ale promień eksplozji to 29 pikseli od punktu trafienia - tak jak w wypadku Nuke) |
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| Baby Digger | 0 (nie jest odejmowana energia, ale podkopywana jest część gruntu promieniu 60 pikseli od punktu trafienia) |
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| Digger | 0 (jak wyżej - większy podkop) |
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| Heavy Digger | 0 (jak wyżej - największy podkop) |
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| Baby Sandhog | 0 (jak wyżej - inny sposób podkopywania) |
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| Sandhog | 0 (jak wyżej - większy podkop) |
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| Heavy Sandhog | 0 (jak wyżej - największy podkop) |
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| Dirt Clod | 0 (nie jest odejmowana energia, ale tworzona jest kula gruntu o promieniu 12 pikseli od punktu trafienia. Broń przydatna do zakopywania przeciwnika) |
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| Dirt Ball | 0 (jak wyżej, ale promień kuli to 22 piksele) |
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| Ton of Dirt | 0 (jak wyżej, ale promień kuli to 31 pikseli) |
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| Liquid Dirt | 0 (zalewa grunt w punkcie trafienia płynną glebą wypełniając zagłębienia) |
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| Dirt Charge | 0 (nie jest odejmowana energia, ale usypywany jest dodatkowy grunt w górę od punktu trafienia w promieniu 61 pikseli. Broń przydatna do zakopywania przeciwnika) |
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| Laser | x 100 (ale tu także jest inaczej - równo 100 tylko w przypadku bezpośredniego trafienia po prostu odejmujemy 100 jednostek energii - czyli czołg zawsze ginie).|
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Duże punkty otrzymane przez gracza to ilość czołgów, które zginęły wcześniej niż on. Jeśli któryś z innych czołgów skapitulował wcześniej (Biała Flaga) nie jest doliczany do tych które zginęły i nie daje punktów.
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Tylko te punkty decydują o kolejności w podsumowaniu
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