▚ BATTLE CODE ARENA // PLAYER'S GUIDE PLAY ▶

The arena and battles

What's on the battlefield, how a battle is fought and won, and every control in the ARENA.

The ARENA is where you test your vehicle. Choose an opponent, press ▶ RUN BATTLE, and the battle is fought on your device in a second or two, then plays back for you to watch. The same screen plays back league battles, spars and shared battles.

A practice battle, nine seconds in
A practice battle, nine seconds in
The memory panel, under the gauges
The memory panel, under the gauges

The battlefield

The arena is 400 x 300 m, seen from above, with north at the top. Each battle has its own layout, made from the battle's seed (see below). On it:

You'll seeWhat it is
Hatched grey blocksObstacles. They stop vehicles, missiles and radar alike, so they're cover.
Amber squares with a crossSupply crates, 2 in each arena. Stop beside one and reload missiles. Just an outline while it's empty: it restocks after 20 s.
Cyan squares with a barCharging points, 4 in each arena. Stop on one to recharge. Energy comes back nowhere else.
Green crossesRepair depots, 2 in each arena. Stop beside one to repair. Just an outline while it's empty: it restocks after 30 s.
The two vehiclesYours in green, the opponent in cyan, unless they're painted. The barrel shows which way the turret points.
A pale wedge from a vehicleA radar scan: the direction and width it looked in.
A small mark near a vehicleA radar contact: where the scan reported the target, which isn't always quite where it is.
Dots with short trailsMissiles, trailing back along their course.
Flickering diamondsDecoys (Silver and up): false targets for the opponent's radar.
A flickering coneA flamethrower alight (Silver and up).

Equipment shows on a vehicle's drawing too: Opponents explains the marks.

How a battle is fought

Both vehicles are programmed. Nobody steers. Physics runs 30 times a second, and each vehicle's program 10 times a second: each run is an update. At each update both programs see the same moment, both give their orders, and the orders are carried out together, so neither sees what the other did in the same update.

The things that decide most battles:

Winning

A battle lasts up to 120 s. Destroy the opponent to win. When time runs out, the vehicle with more health left wins. Equal health, or both destroyed at the same moment, is a draw.

Seeds: the same battle every time

A battle is decided entirely by the two vehicles, their programs and the seed, a number that sets the arena's layout and the starting places. The same seed, vehicles and programs always give exactly the same battle, on any device. That's what makes testing work: change one thing, run the same seed again, and anything different was caused by your change.

The controls

Setting up a battle

ControlWhat it does
VS and the opponentTap the opponent's name to choose another: a training opponent, a house vehicle, or one of your own (see Opponents).
SEEDThe battle's seed. Type one to fight that battle.
RNDWhen on, every run gets a new random seed. Typing a seed turns it off, to keep to that seed.
SWAP STARTSSwaps the two vehicles' starting places. A fair test fights a seed both ways round, as the league does.
▶ RUN BATTLEFights the battle and starts playing it. CANCEL stops one being fought.
EXPAND, EDIT PROGRAMOn a bigger screen: the arena by itself, or back beside the editor.

If the battle can't start, the arena says BATTLE NOT STARTED and lists the reasons, for either vehicle.

Watching it

ControlWhat it does
The timelineDrag along it to go to any moment. White marks are hits, amber marks are faults.
**\◀**Back to the start.
PLAY, PAUSEPlays or pauses.
-1, +1One tick back or on (a tick is a thirtieth of a second).
¼x, 1x, 4xSlow motion, normal speed, fast.
DEBUGWith the subscription: opens the debugger at this moment.
RADARShows or hides the radar scans.
CONTACTSShows or hides where each radar reported its target.
ZOOMFollows one vehicle closer, then the other, then shows the whole arena again.
MEMORYShows what each program has in memory at this moment.

With a keyboard: Space plays or pauses, Left and Right step a tick (with Shift, a second), and Home goes back to the start.

Under the controls, T 9.0 / 53.3 s is the moment shown and the battle's length, and TICK the tick. When the battle ends, a banner gives the result, with REPORT for the details.

The gauges

Each vehicle has a box of gauges, at the moment shown:

Under them, a vehicle's state if it's out of the ordinary: SHIELD 50% (its shield level), OVERHEATED, NO POWER or DESTROYED.

LATEST lists the last few things that happened. The report has all of them.

House vehicles and league battles: hidden workings

Against a house vehicle, and in a league battle, the opponent's workings are hidden: its energy, heat and ammunition show as ??, and so does its memory. A line above the arena says so. You always see your own. It's the same for your opponents: nobody ever sees your program, or how your vehicle is doing inside.

All the rules

RuleValue
Rulesetv0.12
Physics rate30 ticks / s
Program rate10 updates / s
Battle lengthup to 120 s
Arena400 x 300 m
Missile radius1 m
Supply crates2 in each arena
Reloadingstopped within 8 m of a stocked crate, for 2 s
Crate restocksafter 20 s
Charging points4 in each arena
Charging80 energy / s, stopped within 6 m of one
Repair depots2 in each arena
Repairing25 % of full health over 4 s, stopped within 6 m of a stocked depot
Depot restocksafter 30 s