Building Games in SC#: Billiards
17 passed |
100.0% |
IN306 067
OUT24 009 |
| ✓ |
BilliardsThe model builds a billiards 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
9 tool calls |
Passed |
IN306 067
OUT24 009 |
| ✓ |
Hidden_AimAndPowerLeft and Right turn the aim by 2 degrees per frame and wrap around; Up and Down change the power from 1 to 10.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_AngledCollisionIn an angled hit both balls move apart along the line of their centers at the contact, as the task's collision rule says.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_BreakThe break with full power ends after a while, with every ball on the table at rest on the cloth.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_CushionBounceA ball bounces off a cushion: the position is mirrored and the speed across the cushion drops to 0.8 of it.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_EightBallLossPocketing the 8-ball too early, without a group, or together with the cue ball loses the game.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_EightBallWinPocketing the 8-ball after the own group is cleared wins, also together with the last ball of the group.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_HeadOnCollisionA head-on hit stops the cue ball and sends the other ball on with the cue ball's speed.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_InitialStateAfter AppInit the balls form the rack, the cue ball is on its spot and nobody has a group.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_NewGameEnter after the game is over starts a new game, and the frame of Enter does nothing else.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_PocketAndGroupsThe first ball pocketed by a player without a group gives that player its group; a ball of the own group lets the player shoot again.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_PocketBeforeCushionA ball that passes the cushion line close to a pocket falls in, because pockets are checked before cushions.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_RollAndStopA lone ball rolls straight, slows down by friction and stops; the shot ends in the frame the ball stops, and the turn passes.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_ScratchWhen the cue ball falls into a pocket, it comes back at (90, 120), or 12 further left for every time that spot is taken, and the turn passes.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_ScreenThe screen shows the cloth, the 6 pockets and the balls in their colors at their places, with the spots of the stripes.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_ShotStartSpace gives the cue ball the speed power in the aim direction; the ball first moves in the next frame, and the keys do nothing until the balls stop.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_TurnRulesWith groups given, the turn passes after a miss or after pocketing only the other player's ball, and stays after pocketing an own ball.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |