Created
November 23, 2018 00:29
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Mars Lander
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case Y>Ymin && vSpeed>vSpeedmin && abs(hSpeed)<hSpeedmin && X>(landhere+breakdist): | |
vitesse = 4 | |
angle = anglego | |
case Y>Ymin && X<((landhere.Y+landhere.X)/2-breakdist) && hSpeed==0: | |
Strategie = "go" | |
case Y>Ymin && X<((landhere.Y+landhere.X)/2-breakdist) && hSpeed>0 && vSpeed > vSpeedmin: | |
Strategie = "go" | |
case Y>Ymin && X>((landhere.Y+landhere.X)/2+breakdist) && hSpeed<0: | |
Strategie = "go" | |
case Y>Ymin && X>((landhere.Y+landhere.X)/2+breakdist) && hSpeed==0: | |
Strategie = "go" | |
case Y>Ymin && X<((landhere.Y+landhere.X)/2-breakdist) && hSpeed==0: | |
Strategie = "go" | |
case Y>Ymin && X<((landhere.Y+landhere.X)/2+breakdist) && X>(landhere.Y+landhere.X)/2 && hSpeed<0: | |
Strategie = "slowdown" | |
case Y>Ymin && X>((landhere.Y+landhere.X)/2-breakdist) && X<(landhere.Y+landhere.X)/2 && hSpeed>0: | |
Strategie = "slowdown" | |
case Y>Ymin && X>(landhere.Y+landhere.X)/2 && hSpeed>0: | |
Strategie = "wrongdirection" | |
case Y>Ymin && X<(landhere.Y+landhere.X)/2 && hSpeed<0: | |
Strategie = "wrongdirection" | |
case X>landhere.X+(landhere.Y-landhere.X)/3 && X<landhere.Y-(landhere.Y-landhere.X)/3 && abs(hSpeed)<5: | |
Strategie = "atterrissage" | |
case X>landhere.X-50 && X<landhere.Y-50 && vSpeed<(0-20) && abs(hSpeed)<5: | |
Strategie = "atterrissage" | |
case Y<Ymin && X<landhere.X+(landhere.Y+landhere.X)/3: | |
Strategie = "tropbas" | |
case Y<Ymin && X>landhere.Y-(landhere.Y+landhere.X)/3: | |
Strategie = "tropbas" | |
default: | |
Strategie = "slowdown" | |
} | |
//Action | |
switch ; Strategie { | |
case "go": | |
var anglego int = 45 | |
if vSpeed > vSpeedmin { | |
switch { | |
case X<landhere.X && vSpeed > vSpeedmin: | |
vitesse = 4 | |
angle = -anglego | |
case X>landhere.Y && vSpeed > vSpeedmin: | |
vitesse = 4 | |
angle = anglego | |
case vSpeed < vSpeedmin: | |
angle = 0 | |
if vSpeed > 0 {vitesse = 3} else {vitesse = 4} | |
} | |
} else { | |
switch { | |
case X<landhere.X && vSpeed > vSpeedmin: | |
vitesse = 4 | |
angle = -angleflat | |
case X>landhere.Y && vSpeed > vSpeedmin: | |
vitesse = 4 | |
angle = angleflat | |
case vSpeed < vSpeedmin: | |
angle = 0 | |
if vSpeed > 0 {vitesse = 3} else {vitesse = 4} | |
} | |
} | |
case "slowdown": | |
vitesse = 4 | |
var angleslow int = int(math.Asin(3.422/4)*180/math.Pi) | |
switch { | |
case abs(hSpeed) > 2 && hSpeed > 0 && vSpeed > vSpeedmin: | |
angle = angleslow | |
case abs(hSpeed) > 2 && hSpeed < 0 && vSpeed > vSpeedmin: | |
angle = - angleslow | |
case abs(hSpeed) <= 2 && hSpeed > 0 && vSpeed > vSpeedmin: | |
angle = int(math.Asin(float64(abs(hSpeed)/4))*180/math.Pi) | |
case abs(hSpeed) <= 2 && hSpeed < 0 && vSpeed > vSpeedmin: | |
angle = -int(math.Asin(float64(abs(hSpeed)/4))*180/math.Pi) | |
case abs(hSpeed) > 2 && hSpeed > 0 && vSpeed < vSpeedmin: | |
angle = angleflat | |
case abs(hSpeed) > 2 && hSpeed < 0 && vSpeed < vSpeedmin: | |
angle = - angleflat | |
case abs(hSpeed) <= 2 && hSpeed > 0 && vSpeed < vSpeedmin: | |
angle = int(math.Asin(float64(abs(hSpeed)/4))*180/math.Pi) | |
case abs(hSpeed) <= 2 && hSpeed < 0 && vSpeed < vSpeedmin: | |
angle = -int(math.Asin(float64(abs(hSpeed)/4))*180/math.Pi) | |
} | |
case "tropbas": | |
if abs(hSpeed) < hSpeedmin { | |
if hSpeed < 0 { | |
vitesse = 4 | |
angle = -angleflat/2 | |
} else { | |
vitesse = 4 | |
angle = angleflat/2 | |
} | |
} else { | |
if hSpeed < 0 { | |
vitesse = 4 | |
angle = -angleflat | |
} else { | |
vitesse = 4 | |
angle = angleflat | |
} | |
} | |
case "wrongdirection": | |
if vSpeed > vSpeedmin { | |
if hSpeed < 0 { | |
vitesse = 4 | |
angle = -90 | |
} else { | |
vitesse = 4 | |
angle = 90 | |
} | |
} else { | |
if hSpeed < 0 { | |
vitesse = 4 | |
angle = -angleflat | |
} else { | |
vitesse = 4 | |
angle = angleflat | |
} | |
} | |
case "atterrissage": | |
if (0-vSpeed)>35 { | |
angle=0 | |
vitesse=4 | |
} else { | |
angle=0 | |
vitesse=2 | |
} | |
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