Well it looks like there are overlays on the basic tiles like blue or red
Isnât there a method for includes in CoCo
Sorry, now I understand even less. Could you give me more details? I didnt get what you mean.
Whats the error? What is notwalkable?
an array I tried doing it with a simple array [0, 1, 2] but it still doesnât work
Whats the error you see?
notWalkable has no method includes
Some AI competitions allow the user code to draw shapes directly on the world for debugging. For example, if my AI is calculating some kind of âdanger areaâ, I might have by program shade that region red. I believe @unityjoaquimschaever is asking if CodeCombat has a visualization tools of that type. (It doesnât; the shaded tiles are where it is legal to spawn units).
CodeCombat does not provide a full JS interpreter. Array.prototype.includes
is a method modern JS implementations have but CC does not. Iâd suggest checking if notWalkable.indexOf(openTile) != =-1
.
thank you very much. You are totally right about the visualazation.
Array.prototype.includes worked a month ago Underscore.js (1.13.1) contains - working in CoCo python
That example is with strings, not arrays. You can use lodash if you want to, but it is separate from Array.prototype.includes
.
Its weird honestly, this method should work in coco js if string.includes works as they both from es2016. Maybe some bug in API restrictions. I will check
idea: make cronusâs special a potion brew (just like omarnâs abbility)
types: heal,strength,grow or damage
I think there are some coordinate mirroring issues with the blue team. If you try to move your colossus to its own position, it will move to the left.
def guard(e):
colossus = e.colossus
while True:
colossus.moveTo(colossus.x, colossus.y)
def choose(place):
return {
'B': 'atlas',
'C': 'atlas'
}[place]
hero.chooseColossus = choose
hero.on('spawn-colossus', guard)
Thank you. Fixed. It was an issue that mirrored coordinates returned 10
wrong x
, so colossuses moved to the left.