Building Games in SC#: Micro Machines-like toy car racing
11 passed3 failed |
78.6% |
IN2 763 317
OUT24 448 |
| ✓ |
MicroMachinesThe model builds a Micro Machines style racing game from the task as an agent; this item passes when the app compiles and can be exported, and each hidden test is its own item.1 AI query
50 tool calls |
Passed |
IN2 763 317
OUT24 448 |
| ✓ |
Hidden_BarriersBarriers bounce the car: a head-on hit reverses and halves the speed, a hit at a slant slides along the barrier, and the car can always drive away.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_CameraThe camera follows the car and stops at the edges of the world.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| × |
Hidden_ComputerCarsComputer cars stay on the road, move at most 3 px per frame, keep 12 px away from other cars, point where they move, and reach checkpoint 1 in time.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: tx >= 0 && tx < 40 && ty >= 0 && ty < 30 && track[ty * 40 + tx] == 0
Context: frame 9: computer car 0 at (141.64508823338647, 399.8815147696525) is not on the road
Values:
tx = 8
ty = 24 (line 969) |
Failed |
IN0
OUT0 |
| ✓ |
Hidden_ComputerCarsAvoidThePlayerComputer cars do not drive into the player's car: a move never ends closer than 12 px to it.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_GripGrip: the sideways part of the velocity shrinks to 85 % per frame on road and to 95 % on sand.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_InitialStateAfter AppInit the track is the given map, and the cars, the counters and the camera have their starting values.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_LapsAndFinishA lap counts only when the car passes checkpoints 1, 2 and 3 in this order and then the start line; after 3 laps the race is over.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_PositionThe position counts the computer cars ahead: more checkpoints, or the same number and nearer to the next checkpoint.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| × |
Hidden_PushingDriving into a computer car pushes it by the player's velocity; the player's car stays and loses half of its speed.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: Hidden_Near(aiX[0], 202.94) && Hidden_Near(aiY[0], 424)
Context: the computer car is pushed to (205.6635349835892, 422.7420821993605) (line 845) |
Failed |
IN0
OUT0 |
| × |
Hidden_ScreenShowsTheTrackThe screen shows the tiles, the start line and the cars as small turned rectangles, and the texts.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: pixels >= 40 && pixels <= 64
Context: the player's car has 37 pixels, a 10 x 6 rectangle has 60
Values:
pixels = 37 (line 1035) |
Failed |
IN0
OUT0 |
| ✓ |
Hidden_SpeedLimitThe speed is limited to 3.5 on road and to 2 on sand.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_SteeringLeft and Right turn a moving car by 4 degrees per frame and keep the angle between 0 and 360; a car that stands still does not turn.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_ThrottleUp adds 0.12 in the heading; Down multiplies the velocity by 0.9; without keys it is multiplied by 0.98.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |