this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
this .enemyId = 0; this .action = function (my_state, enemies, shots, params ){ if (! this .enemyId){ // , /* ID , ... */ this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); } for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } if ( typeof (enemy) == 'undefined' ){ // , ... this .enemyId = this .getNearestEnemy( enemies, {x: my_state.x, y: my_state.y}, my_state.angle ); for ( var key in enemies){ if (enemies[key][ 'id' ] == this .enemyId) var enemy = enemies[key]; } } /* ( ) , , -1 , 1 ... 0 ... : 3 , 90 12- ... */ var angle = this .getAngleDeflection( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle ); /* : c^2 = a^2 + b^2 - ... => c = sqrt(a^2 + b^2) */ var distanceToEnemy = Math.sqrt( Math.pow(enemy.x - my_state.x, 2) + Math.pow(enemy.y - my_state.y, 2) ); return [ 0.5, angle, this .fire( {x: my_state.x, y: my_state.y}, {x: enemy.x, y: enemy.y}, my_state.angle, distanceToEnemy ), distanceToEnemy ]; }; * This source code was highlighted with Source Code Highlighter .
* This source code was highlighted with Source Code Highlighter .
- this .getNearestEnemy = function (enemies, myCoords, myAngle) {
- var howLong = Array (); // This array will contain the ID of the enemies and its range from us
- var distance = Array (); // This array will contain the ID and range of the nearest enemy to us
- for ( var i = 0; i <enemies.length; i ++) {
- howLong [i] = Array ();
- / *
- Get directions in degrees from us to the enemy
- * /
- var direction = get_direction (myCoords.x, myCoords.y, enemies [i] [ 'x' ], enemies [i] [ 'y' ]);
- / *
- Now the difference between our direction and the direction towards the enemy. This difference also matters
- because time spent on turning too
- * /
- direction = angle_size (direction, myAngle);
- / *
- Now summarize the distance and angle difference ...
- * /
- howLong [i] [ 'distance' ] = Math.sqrt (
- Math.pow ([i] [ 'x' ] - myCoords.x, 2)
- + Math.pow (enemies [i] [ 'y' ] - myCoords.y, 2)
- ) + direction;
- howLong [i] [ 'id' ] = enemies [i] [ 'id' ];
- }
- for ( var i = 0; i <howLong.length; i ++) { // Here we select the ID of the nearest robot
- if (! i) distance = howLong [i];
- else if (distance [ 'distance' ]> howLong [i] [ 'distance' ]) distance = howLong [i];
- }
- return distance [ 'id' ];
- };
* This source code was highlighted with Source Code Highlighter .
- this .getAngleDeflection = function (myCoords, enemyCoords, myAngle) { // Well, everything seems to be clear here)
- return get_angle_control (
- myAngle,
- get_direction (myCoords [ 'x' ], myCoords [ 'y' ], enemyCoords [ 'x' ], enemyCoords [ 'y' ])
- );
- };
* This source code was highlighted with Source Code Highlighter .
- this .fire = function (myCoords, enemyCoords, myAngle, distance) {
- var direction = get_direction (myCoords [ 'x' ], myCoords [ 'y' ], enemyCoords [ 'x' ], enemyCoords [ 'y' ]);
- var angle = angle_size (direction, myAngle); // Equalize for variable angle difference
- if (distance! = 0 && angle! = 0) { // If any of the variables is zero, then theoretically you can shoot
- / *
- 10 divided by the product of distance and angle difference, we obtain the coefficient of "focus"
- * /
- if (10 / (distance * angle)> 0.6) return true ;
- else return false ;
- } else return true ;
- }
* This source code was highlighted with Source Code Highlighter .
- this .getNearestEnemy = function (enemies, myCoords, myAngle) {
- var howLong = Array ();
- var distance = Array ();
- for ( var i = 0; i <enemies.length; i ++) {
- howLong [i] = Array ();
- var direction = get_direction (myCoords.x, myCoords.y, enemies [i] [ 'x' ], enemies [i] [ 'y' ]);
- direction = angle_size (direction, myAngle);
- howLong [i] [ 'distance' ] = Math.sqrt (
- Math.pow ([i] [ 'x' ] - myCoords.x, 2)
- + Math.pow (enemies [i] [ 'y' ] - myCoords.y, 2)
- ) + direction;
- howLong [i] [ 'id' ] = enemies [i] [ 'id' ];
- }
- for ( var i = 0; i <howLong.length; i ++) {
- if (! i) distance = howLong [i];
- else if (distance [ 'distance' ]> howLong [i] [ 'distance' ]) distance = howLong [i];
- }
- return distance [ 'id' ];
- };
- this .getAngleDeflection = function (myCoords, enemyCoords, myAngle) {
- return get_angle_control (
- myAngle,
- get_direction (myCoords [ 'x' ], myCoords [ 'y' ], enemyCoords [ 'x' ], enemyCoords [ 'y' ])
- );
- };
- this .fire = function (myCoords, enemyCoords, myAngle, distance) {
- var direction = get_direction (myCoords [ 'x' ], myCoords [ 'y' ], enemyCoords [ 'x' ], enemyCoords [ 'y' ]);
- var angle = angle_size (direction, myAngle);
- if (distance! = 0 && angle! = 0) {
- if (10 / (distance * angle)> 0.6) return true ;
- else return false ;
- } else return true ;
- }
- this .enemyId = 0;
- this .action = function (my_state, enemies, shots, params ) {
- if (! this .enemyd) {
- this .enemyId = this. getNearestEnemy (
- enemies,
- {x: my_state.x, y: my_state.y},
- my_state.angle
- );
- }
- for ( var key in enemies) {
- if (enemies [key] [ 'id' ] == this .enemyId) var enemy = enemies [key];
- }
- if ( typeof (enemy) == 'undefined' ) {
- this .enemyId = this. getNearestEnemy (
- enemies,
- {x: my_state.x, y: my_state.y},
- my_state.angle
- );
- for ( var key in enemies) {
- if (enemies [key] [ 'id' ] == this .enemyId) var enemy = enemies [key];
- }
- }
- var angle = this .getAngleDeflection (
- {x: my_state.x, y: my_state.y},
- {x: enemy.x, y: enemy.y},
- my_state.angle
- );
- var distanceToEnemy = Math.sqrt (
- Math.pow (enemy.x - my_state.x, 2)
- + Math.pow (enemy.y - my_state.y, 2)
- );
- return [
- 0.5,
- angle,
- this .fire (
- {x: my_state.x, y: my_state.y},
- {x: enemy.x, y: enemy.y},
- my_state.angle,
- distanceToEnemy
- ),
- distanceToEnemy
- ];
- };
Source: https://habr.com/ru/post/76946/
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