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Do not pull!! quick and dirty proof of concept asteroids with eval'ed user script #19
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Ok, so the idea is to only expose limited apis?
Not sure I get this. The student is supposed to write the ship method. This example is just how I wrote it in an hour or so, there's other ways to do it. True, the teacher might choose to provide a rocket class or similar, but I'd want them to be able to build it all from scratch. E.g. first, an asteroid turtle, then a ship turtle, then a rocket turtle. We won't know in advance what methods they will write.
Also, the turn_towards, xcor, ycor, etc methods are part of the stdlib turtle interface, not specific to this game, and I would want them on every single turtle, not per world. It's up for the student to decide what they need to do.
Although, I do think update() is a bit better that callback() as a name.
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There's a string just above called script which contains the students
code. The proxy object just limits the api so that you can keep things
competitive! There is no reason why the next level can't be making your
own game.
On 26 Sep 2013 20:35, "Simon Davy" [email protected] wrote:
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Sure, I saw the string - I was commenting ion the 'fire' method you provided.
Regards keeping it competitive, I think it may be confusing that the current implementation in turtlepower is incorrect. setposition/setx/sety do not teleport you in the stdlib module - they animate your path to that coord. That is TurtlePower will do too (very soon, once we start using NinjaTurtle as out turtle impl). So there is no way to teleport, at least - that's an artifact of current implementation that is incorrect.
Regards, other forms of cheating - that would be enforce by change the methods of the base turtle type for that world. e.g. for a grid world with only 90 deg changes allowed, it would coerce them to the nearest 90.
e.g.