Spielerando

Random gaps in a bullet wall must always be reachable in time

A wall of bullets with a random hole is fun until two holes in a row sit too far apart to cross. Checking each pair of holes looks right and still lets an impossible row through. This entry shows what to track so every row can be survived.

Why this works

Fairness depends on where the player could actually be, not where the last hole was. Each row shrinks and stretches the set of places you can stand, so tracking that set, instead of comparing neighbouring holes, guarantees a way through every row.

When not to use it

Skip it when the player does not move in steps along a board, for instance with free-flying ships and curved bullets. The reach is then not a clean range. Build the patterns by hand and test them, or make gaps wide enough that the question never arises.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 39 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Random gaps in a bullet wall must always be reachable in time" (read_entry bullet-curtain-gaps-always-reachable-by-the-player) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP