Program The Path
To program, use the panel at the bottom of the screen.
Using the plus and minus buttons, set the length of the first section of the path in the red field of the top row. Then, using the plus and minus buttons, set the rotation angle in the blue field of the same line. A positive rotation angle value corresponds to a right turn, a negative rotation angle value corresponds to a left turn.
The tank will turn to the angle you set at the end of this segment of the path. If the length of the first segment is zero, the tank will turn to the angle you set immediately after it starts moving.
In a similar way, you can set the length of all subsequent sections of the path and the angles of rotation of the tank.
When you finish programming the path, touch the tank to turn off the pause and touch any free space on the playing field. The tank will travel along the route you programmed.
White numbers in a blue oval will show the current distance traveled by the tank. Use these numbers to estimate the lengths of the route segments. Click on this number if you want to return the tank to its original position and correct the program.
If you scroll through a program's input panel, try not to touch the plus and minus buttons so that accidentally entered numbers don't mess up your program.
If the tank hits the red circle, an explosion will sound and the tank will return to its original position. After that, you need to correct the program and move the tank across the field again.
When the tank passes through all the blue circles, the game will restart.
Don't forget to click on the image of the tank to turn off the pause.
Using the plus and minus buttons, set the length of the first section of the path in the red field of the top row. Then, using the plus and minus buttons, set the rotation angle in the blue field of the same line. A positive rotation angle value corresponds to a right turn, a negative rotation angle value corresponds to a left turn.
The tank will turn to the angle you set at the end of this segment of the path. If the length of the first segment is zero, the tank will turn to the angle you set immediately after it starts moving.
In a similar way, you can set the length of all subsequent sections of the path and the angles of rotation of the tank.
When you finish programming the path, touch the tank to turn off the pause and touch any free space on the playing field. The tank will travel along the route you programmed.
White numbers in a blue oval will show the current distance traveled by the tank. Use these numbers to estimate the lengths of the route segments. Click on this number if you want to return the tank to its original position and correct the program.
If you scroll through a program's input panel, try not to touch the plus and minus buttons so that accidentally entered numbers don't mess up your program.
If the tank hits the red circle, an explosion will sound and the tank will return to its original position. After that, you need to correct the program and move the tank across the field again.
When the tank passes through all the blue circles, the game will restart.
Don't forget to click on the image of the tank to turn off the pause.
Available on devices:
- IOS