Building Games in SC#: Bomberman-like maze bomber
7 passed8 failed |
46.7% |
IN1 308 802
OUT88 388 |
| ✓ |
BombermanThe model builds a Bomberman 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.2 AI queries
28 tool calls |
Passed |
IN1 308 802
OUT88 388 |
| × |
Hidden_ChainReactionA bomb in the fire explodes in the same frame, and the fire stops at it.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: bombX.Count == 0
Context: both bombs exploded in the same frame
Values:
bombX.Count = 1 (line 763) |
Failed |
IN0
OUT0 |
| × |
Hidden_EnemiesAn enemy in the fire dies and gives 100 points; an enemy on the player's cell costs the player a life.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: enemyX.Count == 1 && enemyX[0] == 13 && score == 100
Context: enemies 2, score 0
Values:
enemyX.Count = 2
enemyX[0] = 13
score = 0 (line 812) |
Failed |
IN0
OUT0 |
| ✓ |
Hidden_EnemiesWalkEnemies take a step every 12 frames: each moves to a neighbor cell that is free for walking, never into walls, bricks or bombs.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| × |
Hidden_ExplosionCrossA bomb explodes 90 frames after it is placed; the fire is a cross of bombRange cells in every direction.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: Hidden_BombAt(5, 5) && Hidden_FireCells() == 0
Context: not yet after 89 frames (line 722) |
Failed |
IN0
OUT0 |
| × |
Hidden_FireLasts15FramesFire lasts 15 frames: it is gone 15 frames after the explosion.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: Hidden_Fire(5, 5) == 1 && Hidden_FireCells() == 9
Context: fire 1 after 14 more frames (line 776) |
Failed |
IN0
OUT0 |
| ✓ |
Hidden_InitialStateAfter AppInit, the walls, the bricks, the player, the enemies and the counters have their starting values.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| × |
Hidden_PlacingBombsSpace places a bomb on the player's cell; the player can walk off it but not back onto it, and only maxBombs bombs can be placed.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: bombX.Count == 1 && Hidden_BombAt(1, 1) && bombTimer[0] == 90
Context: a bomb at (1, 1) with bombTimer 90
Values:
bombX.Count = 1
bombTimer[0] = 89 (line 697) |
Failed |
IN0
OUT0 |
| ✓ |
Hidden_PlayerInTheFireThe player in the fire loses a life and goes back to (1, 1); with the last life the game is over.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| ✓ |
Hidden_PlayerMovesThe player moves one cell when an arrow key is held, then waits 6 frames before the next move, and walls stop it.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| × |
Hidden_PowerUpsPicking up a power-up adds a bomb or lengthens the fire.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: Hidden_Fire(10, 5) > 0 && Hidden_Fire(11, 5) == 0 && Hidden_Fire(7, 8) > 0
Context: fire of 3 cells (line 884) |
Failed |
IN0
OUT0 |
| × |
Hidden_ScreenShowsFireAndEnemiesFire and enemies are drawn on their cells.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: Frame.CountPixels(Color.Hex(0xFFC107)) == 9 * 256
Context: 9 fire cells: 1280 pixels (line 944) |
Failed |
IN0
OUT0 |
| ✓ |
Hidden_ScreenShowsTheSceneThe screen shows the board area, walls, the player, a bomb and the texts.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |
| × |
Hidden_WallsAndBricksStopFireFire stops before walls, destroys the first brick in its way and stops there.0 AI queries
0 tool callsHiddenTestAssertion expression evaluated to false: Hidden_Fire(2, 5) > 0 && Hidden_Fire(6, 5) > 0 && Hidden_FireCells() == 5
Context: only the row: 3 cells (line 742) |
Failed |
IN0
OUT0 |
| ✓ |
Hidden_WinningAndRestartWhen the last enemy dies the game is won and stops; Enter starts a new game.0 AI queries
0 tool callsHiddenTest |
Passed |
IN0
OUT0 |