坐标战舰游戏

坐标战舰游戏
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2020-08-05 00:51
①这个范例演示了一个使用笛卡尔坐标系的经典战舰游戏,玩家需要通过坐标猜测计算机对手的隐藏战舰位置;②涉及的核心数学概念包括坐标系的运用、点的位置判断、集合操作和条件逻辑;③从构造摘要中提炼,范例使用了 Sequence(序列生成)、Intersection(交集计算)、Zip(组合数据)、If(条件判断)、Join(连接字符串)、Shuffle(随机排序)、Polygon(多边形绘制)、PointIn(点在图形内判断)、RandomElement(随机元素选择)、Textfield(文本输入框)、Segment(线段绘制)、TextToUnicode(文本转Unicode)、Defined(定义判断)、Length(长度计算)、Sort(排序)、Corner(角落获取)等 GeoGebra 命令和对象;④适合初中及以上学生,用于练习和巩固笛卡尔坐标系的应用,增强空间想象力和逻辑思维能力。

GeoGebra 命令及参数

  1. Sequence((x(osubhits(1)), n), n, -5, y(osubhits(1)) - 1, 1) → subtargetsd1
  2. Sequence((x(osubhits(1)), n), n, y(osubhits(1)) + 1, 5, 1) → subtargetsu1
  3. Sequence((n, y(osubhits(1))), n, -5, x(osubhits(1)) - 1, 1) → subtargetsl1
  4. Sequence((n, y(osubhits(1))), n, x(osubhits(1)) + 1, 5, 1) → subtargetsr1
  5. Intersection(subtargetsd1, alloshots \ osubhits) → subtargetsd2
  6. Zip(Segment[osubhits(1), n], n, subtargetsd2) → subtargetlengthsd
  7. If(subtargetlengthdshortest < 2, subtargetlengthdshortest, 2) → subtargetlengthd
  8. Sequence((x(osubhits(1)), y(osubhits(1)) - n), n, 1, subtargetlengthd, 1) → subtargetsd
  9. Intersection(subtargetsu1, alloshots \ osubhits) → subtargetsu2
  10. Zip(Segment[osubhits(1), n], n, subtargetsu2) → subtargetlengthsu
  11. If(subtargetlengthushortest < 2, subtargetlengthushortest, 2) → subtargetlengthu
  12. Sequence((x(osubhits(1)), y(osubhits(1)) + n), n, 1, subtargetlengthu, 1) → subtargetsu
  13. Intersection(Join[{subtargetsu, subtargetsd}], AllPoints) → subtargetsv1
  14. Intersection(subtargetsl1, alloshots \ osubhits) → subtargetsl2
  15. Zip(Segment[osubhits(1), n], n, subtargetsl2) → subtargetlengthsl
  16. If(subtargetlengthlshortest < 2, subtargetlengthlshortest, 2) → subtargetlengthl
  17. Sequence((x(osubhits(1) - n), y(osubhits(1))), n, 1, subtargetlengthl, 1) → subtargetsl
  18. Intersection(subtargetsr1, alloshots \ osubhits) → subtargetsr2
  19. Zip(Segment[osubhits(1), n], n, subtargetsr2) → subtargetlengthsr
  20. If(subtargetlengthrshortest < 2, subtargetlengthrshortest, 2) → subtargetlengthr
  21. Sequence((x(osubhits(1) + n), y(osubhits(1))), n, 1, subtargetlengthr, 1) → subtargetsr
  22. Intersection(Join[{subtargetsr, subtargetsl}], AllPoints) → subtargetsh1
  23. If(Length[subtargetsv1] < 2, {}, If[Length[Intersection[subtargetsh1, osubhits]] > 0, {}, subtargetsv1]) → subtargetsv2
  24. If(Length[subtargetsh1] < 2, {}, If[Length[Intersection[subtargetsv1, osubhits]] > 0, {}, subtargetsh1]) → subtargetsh2
  25. Join({subtargetsh2, subtargetsv2, {(10, 10)}}) → subtargets1
  26. Shuffle(subtargets1) → subtargets2, {(10, 10)}
  27. Sequence((x(odestroyerhits(1)), n), n, -5, y(odestroyerhits(1)) - 1, 1) → destroyertargetsd1
  28. Sequence((x(odestroyerhits(1)), n), n, y(odestroyerhits(1)) + 1, 5, 1) → destroyertargetsu1
  29. Sequence((n, y(odestroyerhits(1))), n, -5, x(odestroyerhits(1)) - 1, 1) → destroyertargetsl1
  30. Sequence((n, y(odestroyerhits(1))), n, x(odestroyerhits(1)) + 1, 5, 1) → destroyertargetsr1
  31. Intersection(destroyertargetsd1, alloshots \ odestroyerhits) → destroyertargetsd2
  32. Zip(Segment[odestroyerhits(1), n], n, destroyertargetsd2) → destroyertargetlengthsd
  33. If(destroyertargetlengthdshortest < 1, destroyertargetlengthdshortest, 1) → destroyertargetlengthd
  34. Sequence((x(odestroyerhits(1)), y(odestroyerhits(1)) - n), n, 1, destroyertargetlengthd, 1) → destroyertargetsd
  35. Intersection(destroyertargetsu1, alloshots \ odestroyerhits) → destroyertargetsu2
  36. Zip(Segment[odestroyerhits(1), n], n, destroyertargetsu2) → destroyertargetlengthsu
  37. If(destroyertargetlengthushortest < 1, destroyertargetlengthushortest, 1) → destroyertargetlengthu
  38. Sequence((x(odestroyerhits(1)), y(odestroyerhits(1)) + n), n, 1, destroyertargetlengthu, 1) → destroyertargetsu
  39. Intersection(Join[{destroyertargetsu, destroyertargetsd}], AllPoints) → destroyertargetsv1
  40. Intersection(destroyertargetsl1, alloshots \ odestroyerhits) → destroyertargetsl2
  41. Zip(Segment[odestroyerhits(1), n], n, destroyertargetsl2) → destroyertargetlengthsl
  42. If(destroyertargetlengthlshortest < 1, destroyertargetlengthlshortest, 1) → destroyertargetlengthl
  43. Sequence((x(odestroyerhits(1) - n), y(odestroyerhits(1))), n, 1, destroyertargetlengthl, 1) → destroyertargetsl
  44. Intersection(destroyertargetsr1, alloshots \ odestroyerhits) → destroyertargetsr2
  45. Zip(Segment[odestroyerhits(1), n], n, destroyertargetsr2) → destroyertargetlengthsr
  46. If(destroyertargetlengthrshortest < 1, destroyertargetlengthrshortest, 1) → destroyertargetlengthr
  47. Sequence((x(odestroyerhits(1) + n), y(odestroyerhits(1))), n, 1, destroyertargetlengthr, 1) → destroyertargetsr
  48. Intersection(Join[{destroyertargetsr, destroyertargetsl}], AllPoints) → destroyertargetsh1
  49. If(Length[destroyertargetsv1] < 1, {}, If[Length[Intersection[destroyertargetsh1, odestroyerhits]] > 0, {}, destroyertargetsv1]) → destroyertargetsv2
  50. If(Length[destroyertargetsh1] < 1, {}, If[Length[Intersection[destroyertargetsv1, odestroyerhits]] > 0, {}, destroyertargetsh1]) → destroyertargetsh2
  51. Join({destroyertargetsh2, destroyertargetsv2, {(10, 10)}}) → destroyertargets1
  52. Shuffle(destroyertargets1) → destroyertargets2, {(10, 10)}
  53. Sequence((x(ocruiserhits(1)), n), n, -5, y(ocruiserhits(1)) - 1, 1) → cruisertargetsd1
  54. Sequence((x(ocruiserhits(1)), n), n, y(ocruiserhits(1)) + 1, 5, 1) → cruisertargetsu1
  55. Sequence((n, y(ocruiserhits(1))), n, -5, x(ocruiserhits(1)) - 1, 1) → cruisertargetsl1
  56. Sequence((n, y(ocruiserhits(1))), n, x(ocruiserhits(1)) + 1, 5, 1) → cruisertargetsr1
  57. Intersection(cruisertargetsd1, alloshots \ ocruiserhits) → cruisertargetsd2
  58. Zip(Segment[ocruiserhits(1), n], n, cruisertargetsd2) → cruisertargetlengthsd
  59. If(cruisertargetlengthdshortest < 2, cruisertargetlengthdshortest, 2) → cruisertargetlengthd
  60. Sequence((x(ocruiserhits(1)), y(ocruiserhits(1)) - n), n, 1, cruisertargetlengthd, 1) → cruisertargetsd
  61. Intersection(cruisertargetsu1, alloshots \ ocruiserhits) → cruisertargetsu2
  62. Zip(Segment[ocruiserhits(1), n], n, cruisertargetsu2) → cruisertargetlengthsu
  63. If(cruisertargetlengthushortest < 2, cruisertargetlengthushortest, 2) → cruisertargetlengthu
  64. Sequence((x(ocruiserhits(1)), y(ocruiserhits(1)) + n), n, 1, cruisertargetlengthu, 1) → cruisertargetsu
  65. Intersection(Join[{cruisertargetsu, cruisertargetsd}], AllPoints) → cruisertargetsv1
  66. Intersection(cruisertargetsl1, alloshots \ ocruiserhits) → cruisertargetsl2
  67. Zip(Segment[ocruiserhits(1), n], n, cruisertargetsl2) → cruisertargetlengthsl
  68. If(cruisertargetlengthlshortest < 2, cruisertargetlengthlshortest, 2) → cruisertargetlengthl
  69. Sequence((x(ocruiserhits(1) - n), y(ocruiserhits(1))), n, 1, cruisertargetlengthl, 1) → cruisertargetsl
  70. Intersection(cruisertargetsr1, alloshots \ ocruiserhits) → cruisertargetsr2
  71. Zip(Segment[ocruiserhits(1), n], n, cruisertargetsr2) → cruisertargetlengthsr
  72. If(cruisertargetlengthrshortest < 2, cruisertargetlengthrshortest, 2) → cruisertargetlengthr
  73. Sequence((x(ocruiserhits(1) + n), y(ocruiserhits(1))), n, 1, cruisertargetlengthr, 1) → cruisertargetsr
  74. Intersection(Join[{cruisertargetsr, cruisertargetsl}], AllPoints) → cruisertargetsh1
  75. If(Length[cruisertargetsv1] < 2, {}, If[Length[Intersection[cruisertargetsh1, ocruiserhits]] > 0, {}, cruisertargetsv1]) → cruisertargetsv2
  76. If(Length[cruisertargetsh1] < 2, {}, If[Length[Intersection[cruisertargetsv1, ocruiserhits]] > 0, {}, cruisertargetsh1]) → cruisertargetsh2
  77. Join({cruisertargetsh2, cruisertargetsv2, {(10, 10)}}) → cruisertargets1
  78. Shuffle(cruisertargets1) → cruisertargets2, {(10, 10)}
  79. Sequence((x(ocarrierhits(1)), n), n, -5, y(ocarrierhits(1)) - 1, 1) → carriertargetsd1
  80. Sequence((x(ocarrierhits(1)), n), n, y(ocarrierhits(1)) + 1, 5, 1) → carriertargetsu1
  81. Sequence((n, y(ocarrierhits(1))), n, -5, x(ocarrierhits(1)) - 1, 1) → carriertargetsl1
  82. Sequence((n, y(ocarrierhits(1))), n, x(ocarrierhits(1)) + 1, 5, 1) → carriertargetsr1
  83. Intersection(carriertargetsd1, alloshots \ ocarrierhits) → carriertargetsd2
  84. Zip(Segment[ocarrierhits(1), n], n, carriertargetsd2) → carriertargetlengthsd
  85. If(carriertargetlengthdshortest < 4, carriertargetlengthdshortest, 4) → carriertargetlengthd
  86. Sequence((x(ocarrierhits(1)), y(ocarrierhits(1)) - n), n, 1, carriertargetlengthd, 1) → carriertargetsd
  87. Intersection(carriertargetsu1, alloshots \ ocarrierhits) → carriertargetsu2
  88. Zip(Segment[ocarrierhits(1), n], n, carriertargetsu2) → carriertargetlengthsu
  89. If(carriertargetlengthushortest < 4, carriertargetlengthushortest, 4) → carriertargetlengthu
  90. Sequence((x(ocarrierhits(1)), y(ocarrierhits(1)) + n), n, 1, carriertargetlengthu, 1) → carriertargetsu
  91. Intersection(Join[{carriertargetsu, carriertargetsd}], AllPoints) → carriertargetsv1
  92. Intersection(carriertargetsl1, alloshots \ ocarrierhits) → carriertargetsl2
  93. Zip(Segment[ocarrierhits(1), n], n, carriertargetsl2) → carriertargetlengthsl
  94. If(carriertargetlengthlshortest < 4, carriertargetlengthlshortest, 4) → carriertargetlengthl
  95. Sequence((x(ocarrierhits(1) - n), y(ocarrierhits(1))), n, 1, carriertargetlengthl, 1) → carriertargetsl
  96. Intersection(carriertargetsr1, alloshots \ ocarrierhits) → carriertargetsr2
  97. Zip(Segment[ocarrierhits(1), n], n, carriertargetsr2) → carriertargetlengthsr
  98. If(carriertargetlengthrshortest < 4, carriertargetlengthrshortest, 4) → carriertargetlengthr
  99. Sequence((x(ocarrierhits(1) + n), y(ocarrierhits(1))), n, 1, carriertargetlengthr, 1) → carriertargetsr
  100. Intersection(Join[{carriertargetsr, carriertargetsl}], AllPoints) → carriertargetsh1
  101. If(Length[carriertargetsv1] < 4, {}, If[Length[Intersection[carriertargetsh1, ocarrierhits]] > 0, {}, carriertargetsv1]) → carriertargetsv2
  102. If(Length[carriertargetsh1] < 4, {}, If[Length[Intersection[carriertargetsv1, ocarrierhits]] > 0, {}, carriertargetsh1]) → carriertargetsh2
  103. Join({carriertargetsh2, carriertargetsv2, {(10, 10)}}) → carriertargets1
  104. Shuffle(carriertargets1) → carriertargets2, {(10, 10)}
  105. Sequence((x(obattlehits(1)), n), n, -5, y(obattlehits(1)) - 1, 1) → battletargetsd1
  106. Sequence((x(obattlehits(1)), n), n, y(obattlehits(1)) + 1, 5, 1) → battletargetsu1
  107. Sequence((n, y(obattlehits(1))), n, -5, x(obattlehits(1)) - 1, 1) → battletargetsl1
  108. Sequence((n, y(obattlehits(1))), n, x(obattlehits(1)) + 1, 5, 1) → battletargetsr1
  109. Intersection(battletargetsd1, alloshots \ obattlehits) → battletargetsd2
  110. Zip(Segment[obattlehits(1), n], n, battletargetsd2) → battletargetlengthsd
  111. If(battletargetlengthdshortest < 3, battletargetlengthdshortest, 3) → battletargetlengthd
  112. Sequence((x(obattlehits(1)), y(obattlehits(1)) - n), n, 1, battletargetlengthd, 1) → battletargetsd
  113. Intersection(battletargetsu1, alloshots \ obattlehits) → battletargetsu2
  114. Zip(Segment[obattlehits(1), n], n, battletargetsu2) → battletargetlengthsu
  115. If(battletargetlengthushortest < 3, battletargetlengthushortest, 3) → battletargetlengthu
  116. Sequence((x(obattlehits(1)), y(obattlehits(1)) + n), n, 1, battletargetlengthu, 1) → battletargetsu
  117. Intersection(Join[{battletargetsu, battletargetsd}], AllPoints) → battletargetsv1
  118. Intersection(battletargetsl1, alloshots \ obattlehits) → battletargetsl2
  119. Zip(Segment[obattlehits(1), n], n, battletargetsl2) → battletargetlengthsl
  120. If(battletargetlengthlshortest < 3, battletargetlengthlshortest, 3) → battletargetlengthl
  121. Sequence((x(obattlehits(1) - n), y(obattlehits(1))), n, 1, battletargetlengthl, 1) → battletargetsl
  122. Intersection(battletargetsr1, alloshots \ obattlehits) → battletargetsr2
  123. Zip(Segment[obattlehits(1), n], n, battletargetsr2) → battletargetlengthsr
  124. If(battletargetlengthrshortest < 3, battletargetlengthrshortest, 3) → battletargetlengthr
  125. Sequence((x(obattlehits(1) + n), y(obattlehits(1))), n, 1, battletargetlengthr, 1) → battletargetsr
  126. Intersection(Join[{battletargetsr, battletargetsl}], AllPoints) → battletargetsh1
  127. If(Length[battletargetsv1] < 3, {}, If[Length[Intersection[battletargetsh1, obattlehits]] > 0, {}, battletargetsv1]) → battletargetsv2
  128. If(Length[battletargetsh1] < 3, {}, If[Length[Intersection[battletargetsv1, obattlehits]] > 0, {}, battletargetsh1]) → battletargetsh2
  129. Join({battletargetsh2, battletargetsv2, {(10, 10)}}) → battletargets1
  130. Shuffle(battletargets1) → battletargets2, {(10, 10)}
  131. Polygon(E, F, G, H) → q2, e, f, g, h
  132. Polygon(A, B, C, D) → q1, a, b, c, d
  133. PointIn(q2) → sub
  134. If(suborient, {sub + (0, 0), sub + (1, 0), sub + (2, 0)}, {sub + (0, 0), sub + (0, 1), sub + (0, 2)}) → subpoints
  135. PointIn(q2) → carrier
  136. If(carrierorient, {carrier + (0, 0), carrier + (1, 0), carrier + (2, 0), carrier + (3, 0), carrier + (4, 0)}, {carrier + (0, 0), carrier + (0, 1), carrier + (0, 2), carrier + (0, 3), carrier + (0, 4)}) → carrierpoints
  137. PointIn(q2) → battle
  138. If(battleorient, {battle + (0, 0), battle + (1, 0), battle + (2, 0), battle + (3, 0)}, {battle + (0, 0), battle + (0, 1), battle + (0, 2), battle + (0, 3)}) → battlepoints
  139. PointIn(q2) → cruiser
  140. If(cruiserorient, {cruiser + (0, 0), cruiser + (1, 0), cruiser + (2, 0)}, {cruiser + (0, 0), cruiser + (0, 1), cruiser + (0, 2)}) → cruiserpoints
  141. PointIn(q2) → destroyer
  142. If(destroyerorient, {destroyer + (0, 0), destroyer + (1, 0)}, {destroyer + (0, 0), destroyer + (0, 1)}) → destroyerpoints
  143. Join({subpoints, cruiserpoints, destroyerpoints, carrierpoints, battlepoints}) → AllShipPoints
  144. RandomElement(AllPoints) → battleo
  145. RandomElement(AllPoints) → carriero
  146. RandomElement(AllPoints) → cruisero
  147. RandomElement(AllPoints) → destroyero
  148. RandomElement(AllPoints) → subo
  149. If(battleoorient, {battleo + (0, 0), battleo + (1, 0), battleo + (2, 0), battleo + (3, 0)}, {battleo + (0, 0), battleo + (0, 1), battleo + (0, 2), battleo + (0, 3)}) → battleopoints
  150. If(carrieroorient, {carriero + (0, 0), carriero + (1, 0), carriero + (2, 0), carriero + (3, 0), carriero + (4, 0)}, {carriero + (0, 0), carriero + (0, 1), carriero + (0, 2), carriero + (0, 3), carriero + (0, 4)}) → carrieropoints
  151. If(cruiseroorient, {cruisero + (0, 0), cruisero + (1, 0), cruisero + (2, 0)}, {cruisero + (0, 0), cruisero + (0, 1), cruisero + (0, 2)}) → cruiseropoints
  152. If(destroyeroorient, {destroyero + (0, 0), destroyero + (1, 0)}, {destroyero + (0, 0), destroyero + (0, 1)}) → destroyeropoints
  153. If(suboorient, {subo + (0, 0), subo + (1, 0), subo + (2, 0)}, {subo + (0, 0), subo + (0, 1), subo + (0, 2)}) → subopoints
  154. Join({battleopoints, carrieropoints, cruiseropoints, destroyeropoints, subopoints}) → AllShipoPoints
  155. Textfield(empty) → InputBox1
  156. Segment(battleopoints(1), battleopoints(4)) → battleosink
  157. Segment(carrieropoints(1), carrieropoints(5)) → carrierosink
  158. Segment(cruiseropoints(1), cruiseropoints(3)) → cruiserosink
  159. Segment(destroyeropoints(1), destroyeropoints(2)) → destroyerosink
  160. Segment(subopoints(1), subopoints(3)) → subosink
  161. TextToUnicode(empty) → InputUnicode
  162. Defined(IndexOf[44, InputUnicode]) → inputcomma
  163. Length(GuessRemain) → i
  164. Polygon(I, J, K, L) → q3, i_1, j, k, l
  165. Segment(carrierpoints(1), carrierpoints(5)) → carrierline
  166. Segment(battlepoints(1), battlepoints(4)) → battleline
  167. Segment(subpoints(1), subpoints(3)) → subline
  168. Segment(cruiserpoints(1), cruiserpoints(3)) → cruiserline
  169. Segment(destroyerpoints(1), destroyerpoints(2)) → destroyerline
  170. Segment(carrierpoints(1), carrierpoints(5)) → carriersink
  171. Segment(battlepoints(1), battlepoints(4)) → battlesink
  172. Segment(subpoints(1), subpoints(3)) → subsink
  173. Segment(cruiserpoints(1), cruiserpoints(3)) → cruisersink
  174. Segment(destroyerpoints(1), destroyerpoints(2)) → destroyersink
  175. If(carrierorient, {(-0.5, -0.4), (4.5, -0.5), (-0.5, 0.5)}, {(-0.4, -0.5), (-0.5, 4.5), (0.5, -0.5)}) → carrierpic
  176. If(battleorient, {(-0.5, -0.4), (3.5, -0.4), (-0.5, 0.4)}, {(-0.4, -0.5), (-0.4, 3.5), (0.4, -0.5)}) → battlepic
  177. If(suborient, {(-0.5, -0.3), (2.5, -0.3), (-0.5, 0.3)}, {(-0.3, -0.5), (-0.3, 2.5), (0.3, -0.5)}) → subpic
  178. If(cruiserorient, {(-0.5, -0.3), (2.5, -0.3), (-0.5, 0.3)}, {(-0.3, -0.5), (-0.3, 2.5), (0.3, -0.5)}) → cruiserpic
  179. If(destroyerorient, {(-0.5, -0.3), (1.5, -0.3), (-0.5, 0.3)}, {(-0.3, -0.5), (-0.3, 1.5), (0.3, -0.5)}) → destroyerpic
  180. Zip(Length[Segment[ocarrierhits(1), n]], n, carriertargets2) → carriertargets3
  181. Sort(carriertargets2, carriertargets3) → carriertargets4
  182. Zip(Length[Segment[obattlehits(1), n]], n, battletargets2) → battletargets3
  183. Sort(battletargets2, battletargets3) → battletargets4
  184. Zip(Length[Segment[ocruiserhits(1), n]], n, cruisertargets2) → cruisertargets3
  185. Sort(cruisertargets2, cruisertargets3) → cruisertargets4
  186. Zip(Length[Segment[osubhits(1), n]], n, subtargets2) → subtargets3
  187. Sort(subtargets2, subtargets3) → subtargets4
  188. Zip(Length[Segment[odestroyerhits(1), n]], n, destroyertargets2) → destroyertargets3
  189. Sort(destroyertargets2, destroyertargets3) → destroyertargets4
  190. Zip(Text[explosion, p - (0.6, 0.3)], p, obattlehits) → battleexplosion
  191. Zip(Text[explosion, p - (0.6, 0.3)], p, ocarrierhits) → carrierexplosion
  192. Zip(Text[explosion, p - (0.6, 0.3)], p, ocruiserhits) → cruiserexplosion
  193. Zip(Text[explosion, p - (0.6, 0.3)], p, odestroyerhits) → destroyerexplosion
  194. Zip(Text[explosion, p - (0.6, 0.3)], p, osubhits) → subexplosion
  195. If(battleoorient, {(-0.5, -0.4), (3.5, -0.4), (-0.5, 0.4)}, {(-0.4, -0.5), (-0.4, 3.5), (0.4, -0.5)}) → battleopic
  196. If(carrieroorient, {(-0.5, -0.4), (4.5, -0.5), (-0.5, 0.5)}, {(-0.4, -0.5), (-0.5, 4.5), (0.5, -0.5)}) → carrieropic
  197. If(cruiseroorient, {(-0.5, -0.3), (2.5, -0.3), (-0.5, 0.3)}, {(-0.3, -0.5), (-0.3, 2.5), (0.3, -0.5)}) → cruiseropic
  198. If(destroyeroorient, {(-0.5, -0.3), (1.5, -0.3), (-0.5, 0.3)}, {(-0.3, -0.5), (-0.3, 1.5), (0.3, -0.5)}) → destroyeropic
  199. If(suboorient, {(-0.5, -0.3), (2.5, -0.3), (-0.5, 0.3)}, {(-0.3, -0.5), (-0.3, 2.5), (0.3, -0.5)}) → subopic
  200. Corner(5) → dims

AI 绘图提示语参考

在一个笛卡尔坐标系中,绘制一个模拟战舰游戏的场景。玩家通过坐标猜测隐藏的战舰位置。首先绘制多个坐标点作为可能的射击目标,然后根据玩家的射击结果,在对应坐标点周围绘制长短不一的线段表示命中或未命中,最后将所有命中点连接成一个封闭区域,并在中心放置一个标记点,展示战舰的位置。
以上提示语为根据原始绘图命令整理而来,仅供参考。