project_files/Android-build/SDL-android-project/assets/Data/Scripts/Multiplayer/Space_Invasion.lua
changeset 7568 75ba91f14ed5
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/project_files/Android-build/SDL-android-project/assets/Data/Scripts/Multiplayer/Space_Invasion.lua	Sat Aug 18 18:11:04 2012 +0200
@@ -0,0 +1,2435 @@
+
+loadfile(GetDataPath() .. "Scripts/Locale.lua")()
+loadfile(GetDataPath() .. "Scripts/Tracker.lua")()
+
+---------------------------------------------------
+---------------------------------------------------
+---------------------------------------------------
+--- Space Invasion Code Follows (1.1)
+---------------------------------------------------
+---------------------------------------------------
+-- VERSION HISTORY
+----------------
+-- version 0.1
+----------------
+-- conversion of tumbler into space invasion
+-- a million and one changes
+-- bells and whistles
+
+----------------
+-- version 0.2
+----------------
+-- code slowly getting cleaner, it still looks like a spaghetti monster tho
+-- lots of console tracking :/
+-- all visual gears are now compulsary (will probably revert this)
+-- implemented fMod to try combat desyncs and bring this in line with dev
+
+----------------
+-- version 0.3
+----------------
+-- values of scoring changed to 3:10, and now based on vCircScore
+-- time gained from killing a red circ increased from 3 to 4
+-- circles now spawn at a distance of at least 800 or until sanity limit
+-- roundsLimit now based off MinesTime (kinda, its an experiment)
+
+-----------------
+--0.4
+-----------------
+-- commented out a lot of WriteLnToConsoles (dont need them at this point)
+-- added some different WriteLnToConsoles
+-- changed some of the collision detect for explosives in checkvarious()
+
+-----------------
+--0.5
+-----------------
+-- added implementation for a projectile shield
+-- added a "bonus" orange invader that partially recharges player shield
+-- added a tough "blueboss" blue invader
+-- expanded user feedback
+-- circles now have health and are capable of being merely "damaged"
+-- redid a lot of the collision code and added CircleDamaged
+-- added more sounds to events
+-- added more visual gears
+
+-----------------
+--0.6
+-----------------
+-- removed a few WriteLns
+-- added randomized grunts on circ damage
+-- added (mostly) graceful fading out of circles :D:
+-- changed odds for circles
+-- changed user feedback
+-- fixed the location of the explosion where player bashes into circ
+
+-----------------
+--0.7
+-----------------
+-- added PlaySound(sndSuddenDeath) when ammo gets depleted
+-- added an extra "Ammo Depleted" note if user presses fire while empty
+-- specified how much shield power is gained on shield powerup collection
+-- changed odds for circles AGAIN, ammo is now sliiightly more common
+-- switched most of the explosions/smoke effects back to non-critical vgears (with a few exceptions)
+-- tumbletime is now based off turntime and is variable
+-- delete explosives in DeleteFarFlungBarrel rather than explode them on map boundaries to save on performance
+-- utilized the improved AddCaption to tint / prevent overrides
+-- temporarily disabled bugged sort that displays teams according to their score
+-- reluctantly changed the colour of the bonus circ to purple
+-- standarized point notation
+-- added some missing locs
+-- commented out remaining WriteLnToConsoles for the meanwhile with the prefix "nw"
+
+-- ACHIEIVEMENTS added
+-- (during one turn) aka repeatable
+-- Ammo Manic (Destroy 3 green circles for + 5 points)
+-- Drone Hunter (Destroy 5 red circles for + 10 points)
+-- Shield Seeker (Destroy 3 purple circles for +10 points)
+-- Boss Slayer (Destroy 2 blue circles for +25 points)
+
+-- Shield Master (disolve 5 shells for +10 points)
+-- Shield Miser (don't use your shield at all (3.5*roundkills)+2 points)
+
+-- Depleted Kamikaze! (kamikaze into a blue/red circ when you are out of ammo) 5pts
+-- Timed Kamikaze! (kamikaze into a blue/red circ when you only have 5s left) 10pts
+-- Kamikaze Expert (combination of the above two) 15pts
+
+-- Multi-shot (destroy more than 1 invader with a single bullet) 15pts
+-- X-Hit Combo (destroy another invader in less than 3 seconds) chainLength*2 points
+
+-- Accuracy Bonus (80% accuracy at the end of your turn with more than 5 shots fired) 15pts
+
+--(during the length of the game) aka non-repeatable
+-- 10/25/50 kills (+25/+50/+100 points)
+
+-----------------
+--0.8
+-----------------
+-- added a HUD for turntimeleft, ammo, shield
+-- shieldhealth hits 0 properly
+
+------------------------
+-- version 0.8.1
+------------------------
+
+-- stop hiding non-existant 4th Tag
+-- redraw HUD on screen resolution change
+
+------------------------
+-- version 0.9
+------------------------
+-- time for more 'EXPERIMENTS' mwahahahahahaha D:
+-- (hopefully) balanced Shield Miser
+-- bosses are no longer a redunkulous 50 points, but toned down to 30
+-- experimental radar (it's INTERACTIVE and math-heavy :D) (visual gears are safe... right? D:)
+-- bugfix and balance for multishot
+
+------------------------
+-- version 1.0
+------------------------
+-- if only version numbers actually worked like this, wouldn't that be awful :D
+-- added surfer achievement
+-- increased value of shield miser by 1 point per kill (OP?)
+
+------------------------
+-- version 1.1
+------------------------
+-- fixed radar so that blips dont go past circs when you get very close
+-- added a missing loc for shield depletion
+-- increased delay to 1000 to try stop noobies missing their turn
+-- added sniper achievement for hits from over a 1000000 away
+-- added achievement for 3 "sniper" shots in a round
+-- added achievement for 3 "point blank" shots in a round
+-- added "fierce Competition" achievement for shooting an enemy hog (once per round)
+-- some support for more weapons later
+
+--------------------------
+--notes for later
+--------------------------
+-- maybe add a check for a tie, IMPOSSIBRU THERE ARE NO TIES
+-- more achievements? (3 kamikazes in a row, supreme shield expert/miser etc?)
+
+-- if more weps are added, replace primshotsfired all over the place
+
+-- look for derp and let invaders shoot again
+
+-- more weps? flamer/machineballgun,
+-- some kind of bomb that just drops straight down
+-- "fire and forget" missile
+-- shockwave
+
+-- some kind of ability-meter that lets you do something awesome when you are
+-- doing really well in a given round.
+-- probably new kind of shield that pops any invaders who come near
+
+-- fix game never ending bug
+-- fix radar
+-- new invader: golden snitch, doesn't show up on your radar
+
+-- maybe replace (48/100*vCircRadius[i])/2 with something better
+
+
+--[[CAPTION CATEGORIES
+-----------------
+capgrpGameState
+-----------------
+AddCaption(LOC_NOT("Sniper!") .. " +10 " .. LOC_NOT("points") .. "!",0xffba00ff,capgrpAmmostate)
+--they call me bullsye
+--point blank combo
+--fierce Competition
+-----------------
+capgrpAmmostate
+-----------------
+AddCaption( chainLength .. LOC_NOT("-chain! +") .. chainLength*2 .. LOC_NOT(" points!"),0xffba00ff,capgrpAmmostate)
+AddCaption(LOC_NOT("Multi-shot! +15 points!"),0xffba00ff,capgrpAmmostate)
+
+-----------------
+capgrpAmmoinfo
+-----------------
+AddCaption(LOC_NOT("Shield Miser! +20 points!"),0xffba00ff,capgrpAmmoinfo)
+AddCaption(LOC_NOT("Shield Master! +10 points!"),0xffba00ff,capgrpAmmoinfo)
+
+-----------------
+capgrpVolume
+-----------------
+AddCaption(LOC_NOT("Boom! +25 points!"),0xffba00ff,capgrpVolume)
+AddCaption(LOC_NOT("BOOM! +50 points!"),0xffba00ff,capgrpVolume)
+AddCaption(LOC_NOT("BOOM! BOOM! BOOM! +100 points!"),0xffba00ff,capgrpVolume)
+AddCaption(LOC_NOT("Accuracy Bonus! +15 points!"),0xffba00ff,capgrpVolume)
+AddCaption(LOC_NOT("Surfer! +15 points!"),0xffba00ff,capgrpVolume)
+
+-----------------
+capgrpMessage
+-----------------
+AddCaption(LOC_NOT("Ammo Depleted!"),0xff0000ff,capgrpMessage)
+AddCaption(LOC_NOT("Ammo: ") .. primShotsLeft)
+AddCaption(LOC_NOT("Shield Depleted"),0xff0000ff,capgrpMessage)
+AddCaption( LOC_NOT("Shield ON:") .. " " .. shieldHealth - 80 .. " " .. LOC_NOT("Power Remaining") )
+AddCaption(LOC_NOT("Shield OFF:") .. " " .. shieldHealth - 80 .. " " .. LOC_NOT("Power Remaining") )
+
+AddCaption(LOC_NOT("Time Extended!") .. "+" .. 4 .. LOC_NOT("s"), 0xff0000ff,capgrpMessage )
+AddCaption("+" .. 3 .. " " .. LOC_NOT("Ammo"), 0x00ff00ff,capgrpMessage)
+AddCaption(LOC_NOT("Shield boosted! +30 power"), 0xff00ffff,capgrpMessage)
+AddCaption(LOC_NOT("Shield is fully recharged!"), 0xffae00ff,capgrpMessage)
+AddCaption(LOC_NOT("Boss defeated! +50 points!"), 0x0050ffff,capgrpMessage)
+
+AddCaption(LOC_NOT("GOTCHA!"))
+AddCaption(LOC_NOT("Kamikaze Expert! +15 points!"),0xffba00ff,capgrpMessage)
+AddCaption(LOC_NOT("Depleted Kamikaze! +5 points!"),0xffba00ff,capgrpMessage)
+AddCaption(LOC_NOT("Timed Kamikaze! +10 points!"),0xffba00ff,capgrpMessage)
+
+-----------------
+capgrpMessage2
+-----------------
+AddCaption(LOC_NOT("Drone Hunter! +10 points!"),0xffba00ff,capgrpMessage2)
+AddCaption(LOC_NOT("Ammo Maniac! +5 points!"),0xffba00ff,capgrpMessage2)
+AddCaption(LOC_NOT("Shield Seeker! +10 points!"),0xffba00ff,capgrpMessage2)
+AddCaption(LOC_NOT("Boss Slayer! +25 points!"),0xffba00ff,capgrpMessage2)
+]]
+
+----------------------------------
+-- so I herd u liek wariables
+----------------------------------
+
+--local fMod = 1	-- for use in .15 single player only, otherwise desync
+local fMod = 1000000 -- use this for dev and .16+ games
+
+-- some console stuff
+local shellID = 0
+local explosivesID = 0
+
+-- gaudyRacer
+local boosterOn = false
+local roundLimit = 3	-- no longer set here (see version history)
+local roundNumber = 0
+local firstClan = 10
+local gameOver = false
+local gameBegun = false
+
+local bestClan = 10
+local bestScore = 0
+local sdScore = {}
+local sdName = {}
+local sdKills = {}
+
+local roundN = 0
+local lastRound
+local RoundHasChanged = true
+
+--------------------------
+-- hog and team tracking variales
+--------------------------
+
+local numhhs = 0
+local hhs = {}
+
+local numTeams
+local teamNameArr = {}
+local teamClan = {}
+local teamSize = {}
+local teamIndex = {}
+
+local teamComment = {}
+local teamScore = {}
+local teamCircsKilled = {}
+local teamSurfer = {}
+
+-- stats variables
+--local teamRed = {}
+--local teamBlue = {}
+--local teamOrange = {}
+--local teamGreen = {}
+local roundKills = 0
+local RK = 0
+local GK = 0
+local BK = 0
+local OK = 0
+local SK = 0
+local shieldMiser = true
+local fierceComp = false
+local chainCounter = 0
+local chainLength = 0
+local shotsFired = 0
+local shotsHit = 0
+local SurfTime = 0
+local sniperHits = 0
+local pointBlankHits = 0
+---------------------
+-- tumbler goods
+---------------------
+
+local leftOn = false
+local rightOn = false
+local upOn = false
+local downOn = false
+
+----------------
+-- TUMBLER
+local wep = {}
+local wepAmmo = {}
+local wepCol = {}
+local wepIndex = 0
+local wepCount = 0
+local fireTimer = 0
+----------------
+
+
+
+local primShotsMax = 5
+local primShotsLeft = 0
+
+local TimeLeft = 0
+local stopMovement = false
+local tumbleStarted = false
+
+local beam = false
+local pShield
+local shieldHealth
+
+local shockwave
+local shockwaveHealth = 0
+local shockwaveRad = 300
+
+local vTag = {}
+
+-----------------------------------------------
+-- CIRCLY GOODIES
+-----------------------------------------------
+
+local CirclesAreGo = false
+local playerIsFine = true
+local targetHit = false
+
+local FadeAlpha = 0 -- used to fade the circles out gracefully when player dies
+local pTimer = 0 -- tracking projectiles following player
+
+--local m2Count = 0		-- handle speed of circs
+
+local vCirc = {}
+local vCCount = 0
+
+local rCirc = {}
+local rCircX = {}
+local rCircY = {}
+local rAlpha = 255
+local radShotsLeft = 0
+
+local vCircActive = {}
+local vCircHealth = {}
+local vType = {}
+local vCounter = {}		-- how often this circ gets to "fire" etc
+local vCounterLim = {} -- when vCounter == vCounterLim circle performs its special
+local vCircScore = {} -- how many points killing this invader gives
+
+local vCircRadMax = {}
+local vCircRadMin = {}
+local vCircRadDir = {}
+local vCircRadCounter = {}
+
+local vCircDX = {}
+local vCircDY = {}
+
+local vCircX = {}
+local vCircY = {}
+local vCircMinA = {}
+local vCircMaxA = {}
+local vCircType = {}
+local vCircPulse = {}
+local vCircFuckAll = {}
+local vCircRadius = {}
+local vCircWidth = {}
+local vCircCol = {}
+
+-------------------------------------------
+-- some lazy copypasta/modified methods
+-------------------------------------------
+
+
+
+function HideTags()
+
+	for i = 0, 2 do
+		SetVisualGearValues(vTag[i],0,0,0,0,0,1,0, 0, 240000, 0xffffff00)
+	end
+
+end
+
+function DrawTag(i)
+
+	zoomL = 1.3
+
+	xOffset = 40
+
+	if i == 0 then
+		yOffset = 40
+		tCol = 0xffba00ff
+		tValue = TimeLeft
+	elseif i == 1 then
+		zoomL = 1.1
+		yOffset = 70
+		tCol = 0x00ff00ff
+		tValue = wepAmmo[wepIndex] --primShotsLeft
+	elseif i == 2 then
+		zoomL = 1.1
+		xOffset = 40 + 35
+		yOffset = 70
+		tCol = 0xa800ffff
+		tValue = shieldHealth - 80
+	end
+
+	DeleteVisualGear(vTag[i])
+	vTag[i] = AddVisualGear(0, 0, vgtHealthTag, 0, false)
+	g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vTag[i])
+	SetVisualGearValues	(
+				vTag[i], 		--id
+				-(ScreenWidth/2) + xOffset,	--xoffset
+				ScreenHeight - yOffset, --yoffset
+				0, 			--dx
+				0, 			--dy
+				zoomL, 			--zoom
+				1, 			--~= 0 means align to screen
+				g7, 			--frameticks
+				tValue, 		--value
+				240000, 		--timer
+				tCol		--GetClanColor( GetHogClan(CurrentHedgehog) )
+				)
+
+end
+
+function RebuildTeamInfo()
+
+	-- make a list of individual team names
+	for i = 0, (TeamsCount-1) do
+		teamNameArr[i] = " " -- = i
+		teamSize[i] = 0
+		teamIndex[i] = 0
+		teamScore[i] = 0
+		teamCircsKilled[i] = 0
+		teamSurfer[i] = false
+	end
+	numTeams = 0
+
+	for i = 0, (numhhs-1) do
+
+		z = 0
+		unfinished = true
+		while(unfinished == true) do
+
+			newTeam = true
+			tempHogTeamName = GetHogTeamName(hhs[i]) -- this is the new name
+
+			if tempHogTeamName == teamNameArr[z] then
+				newTeam = false
+				unfinished = false
+			end
+
+			z = z + 1
+
+			if z == (TeamsCount-1) then
+				unfinished = false
+				if newTeam == true then
+					teamNameArr[numTeams] = tempHogTeamName
+					numTeams = numTeams + 1
+				end
+			end
+
+		end
+
+	end
+
+	-- find out how many hogs per team, and the index of the first hog in hhs
+	for i = 0, (TeamsCount-1) do
+
+		for z = 0, (numhhs-1) do
+			if GetHogTeamName(hhs[z]) == teamNameArr[i] then
+				teamClan[i] = GetHogClan(hhs[z])
+				if teamSize[i] == 0 then
+					teamIndex[i] = z -- should give starting index
+				end
+				teamSize[i] = teamSize[i] + 1
+				--add a pointer so this hog appears at i in hhs
+			end
+		end
+
+	end
+
+end
+
+-- control
+function AwardPoints(p)
+
+	for i = 0,(TeamsCount-1) do
+		if teamClan[i] == GetHogClan(CurrentHedgehog) then
+			teamScore[i] = teamScore[i] + p
+		end
+	end
+
+end
+
+function AwardKills(t)
+
+	roundKills = roundKills + 1
+
+	for i = 0,(TeamsCount-1) do
+		if teamClan[i] == GetHogClan(CurrentHedgehog) then
+			teamCircsKilled[i] = teamCircsKilled[i] + 1
+
+			if teamCircsKilled[i] == 10 then
+				AddCaption(loc("Boom!") .. " +25 " .. loc("points").."!",0xffba00ff,capgrpVolume)
+				AwardPoints(25)
+			elseif teamCircsKilled[i] == 25 then
+				AddCaption(loc("BOOM!") .. " +50 " .. loc("points") .. "!",0xffba00ff,capgrpVolume)
+				AwardPoints(50)
+			elseif teamCircsKilled[i] == 50 then
+				AddCaption(loc("BOOM!") .. loc("BOOM!") .. loc("BOOM!") .. " +100 " .. loc("points") .. "!",0xffba00ff,capgrpVolume)
+				AwardPoints(100)
+			end
+
+			--[[
+			if t == "R" then
+				redCircsKilled[i] = redCircsKilled[i] + 1
+			end
+			--etc
+			--etc
+			]]
+		end
+	end
+
+end
+
+-----------------
+
+function bubbleSort(table)
+
+	for i = 1, #table do
+        for j = 2, #table do
+            if table[j] < table[j-1] then
+
+				temp = table[j-1]
+				t2 = sdName[j-1]
+				t3 = sdKills[j-1]
+
+				table[j-1] = table[j]
+                sdName[j-1] = sdName[j]
+				sdKills[j-1] = sdKills[j]
+
+				table[j] = temp
+				sdName[j] = t2
+				sdKills[j] = t3
+
+            end
+        end
+    end
+
+    return
+
+end
+
+-----------------
+
+function CommentOnScore()
+
+	for i = 0,(TeamsCount-1) do
+		sdScore[i] = teamScore[i]
+		sdKills[i] = teamCircsKilled[i]
+		sdName[i] = teamNameArr[i]
+	end
+
+	--bubbleSort(sdScore)
+
+	for i = 0,(TeamsCount-1) do
+		if sdName[i] ~= " " then
+			teamComment[i] = sdName[i] .. " |" ..
+			loc("SCORE") .. ": " .. sdScore[i] .. " " .. loc("points") .. "|" ..
+			loc("KILLS") .. ": " .. sdKills[i] .. " " .. loc("invaders destroyed") .. "|" ..
+			" " .. "|"
+		elseif sdName[i] == " " then
+			teamComment[i] = "|"
+		end
+	end
+
+	entireC = ""
+	for i = (TeamsCount-1),0,-1 do
+		entireC = entireC .. teamComment[i]
+	end
+
+	ShowMission("SPACE INVASION", loc("STATUS UPDATE"), loc("Rounds Complete") .. ": " .. roundNumber .. "/" .. roundLimit .. "| " .. "|" .. loc("Team Scores") .. ": |" ..entireC, 4, 1)
+
+end
+
+function onNewRound()
+	roundNumber = roundNumber + 1
+
+	CommentOnScore()
+
+	-- end game if its at round limit
+	if roundNumber == roundLimit then
+
+		for i = 0, (TeamsCount-1) do
+			if teamScore[i] > bestScore then
+				bestScore = teamScore[i]
+				bestClan = teamClan[i]
+			end
+		end
+
+		for i = 0, (numhhs-1) do
+			if GetHogClan(hhs[i]) ~= bestClan then
+				SetEffect(hhs[i], heResurrectable, false)
+				SetHealth(hhs[i],0)
+			end
+		end
+		gameOver = true
+		TurnTimeLeft = 0	--1
+		TimeLeft = 0
+	end
+end
+
+-- gaudy racer
+function CheckForNewRound()
+
+	----------
+	-- new
+	----------
+
+	--[[if gameBegun == true then
+
+		if RoundHasChanged == true then
+			roundN = roundN + 1
+			RoundHasChanged = false
+			onNewRound()
+		end
+
+		if lastRound ~= TotalRounds then -- new round, but not really
+
+			if RoundHasChanged == false then
+				RoundHasChanged = true
+			end
+
+		end
+
+		--AddCaption("RoundN:" .. roundN .. "; " .. "TR: " .. TotalRounds)
+		lastRound = TotalRounds
+
+	end]]
+
+	----------
+	-- old
+	----------
+	if GetHogClan(CurrentHedgehog) == firstClan then
+		onNewRound()
+	end
+
+end
+
+
+----------------------------------------
+-- some tumbler/space invaders methods
+----------------------------------------
+
+function isATrackedGear(gear)
+	if 	(GetGearType(gear) == gtExplosives) or
+		(GetGearType(gear) == gtShell) or
+		(GetGearType(gear) == gtFlame) or-- new -- gtBall
+		(GetGearType(gear) == gtBall)
+	then
+		return(true)
+	else
+		return(false)
+	end
+end
+
+function setNewGearValues(gear)
+
+	if GetGearType(gear) == gtShell then
+		lfs = 50	-- roughly 5 seconds
+		shellID = shellID + 1
+		setGearValue(gear,"ID",shellID)
+		--nw WriteLnToConsole("Just assigned ID " .. getGearValue(gear,"ID") .. " to this shell")
+	elseif GetGearType(gear) == gtBall then
+		lfs = 5 --70	-- 7s
+	elseif GetGearType(gear) == gtExplosives then
+		lfs = 15	-- 1.5s
+		explosivesID = explosivesID + 1
+		setGearValue(gear,"ID",explosivesID)
+		setGearValue(gear,"XP", GetX(gear))
+		setGearValue(gear,"YP", GetY(gear))
+		--nw WriteLnToConsole("Just assigned ID " .. getGearValue(gear,"ID") .. " to this explosives")
+	elseif GetGearType(gear) == gtFlame then
+		lfs = 5	-- 0.5s
+	else
+		lfs = 100
+	end
+
+	setGearValue(gear,"lifespan",lfs)
+	--WriteLnToConsole("I also set its lifespan to " .. lfs)
+
+
+end
+
+function HandleLifeSpan(gear)
+
+	decreaseGearValue(gear,"lifespan")
+
+	--WriteLnToConsole("Just decreased the lifespan of a gear to " .. getGearValue(gear,"lifespan"))
+	--WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+
+
+	if getGearValue(gear,"lifespan") == 0 then
+
+		if GetGearType(gear) == gtShell then
+			AddVisualGear(GetX(gear), GetY(gear), vgtExplosion, 0, false)
+			WriteLnToConsole("about to delete a shell due to lifespan == 0")
+		--elseif GetGearType(gear) == gtBall then
+		--	AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, true)
+		elseif GetGearType(gear) == gtExplosives then
+			AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
+			--nw WriteLnToConsole("about to delete a explosive due to lifespan == 0")
+		elseif GetGearType(gear) == gtFlame then
+			AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, false)
+			--WriteLnToConsole("about to delete flame due to lifespan == 0")
+		end
+
+		DeleteGear(gear)
+
+	end
+
+end
+
+-- this prevents ugly barrel clipping sounds when a barrel flies off map limits
+function DeleteFarFlungBarrel(gear)
+
+	if GetGearType(gear) == gtExplosives then
+		if 	(GetX(gear) < -1900) or
+			(GetX(gear) > 6200) or
+			(GetY(gear) < -3400)
+		then
+			AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
+			DeleteGear(gear)
+			--SetHealth(gear, 0)
+			--WriteLnToConsole("I'm setting barrel ID " .. getGearValue(gear,"ID") .. " to 0 health because it's been flung too close to the map edges. at Game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+		end
+
+	end
+
+end
+
+-----------------------
+--EVENT HANDLERS
+-- action keys
+-----------------------
+
+function HandleFlameThrower()
+
+	--
+	--flamer
+
+	fireTimer = fireTimer + 1
+	if fireTimer == 6 then	-- 6
+		fireTimer = 0
+
+		if (wep[wepIndex] == loc("Flamer") ) and (preciseOn == true) and (wepAmmo[wepIndex] > 0) and (stopMovement == false) and (tumbleStarted == true) then
+
+			wepAmmo[wepIndex] = wepAmmo[wepIndex] - 1
+			AddCaption(
+			loc("Flamer") .. ": " ..
+			(wepAmmo[wepIndex]/800*100) - (wepAmmo[wepIndex]/800*100)%2 .. "%",
+			wepCol[2],
+			capgrpMessage2
+			)
+			DrawTag(3)
+
+			dx, dy = GetGearVelocity(CurrentHedgehog)					--gtFlame -- gtSnowball -- gtAirBomb
+			shell = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtFlame, 0, 0, 0, 0)
+
+			xdev = 1 + GetRandom(35)	--25
+			xdev = xdev / 100
+
+			r = GetRandom(2)
+			if r == 1 then
+				xdev = xdev*-1
+			end
+
+			ydev = 1 + GetRandom(35)	--25
+			ydev = ydev / 100
+
+			r = GetRandom(2)
+			if r == 1 then
+				ydev = ydev*-1
+			end
+
+								--4.5	or 2.5 nonflames				--4.5
+			SetGearVelocity(shell, (dx*4.5)+(xdev*fMod), (dy*4.5)+(ydev*fMod))	--10
+
+		end
+
+	end
+
+
+end
+
+function ChangeWeapon()
+
+	wepIndex = wepIndex + 1
+	if wepIndex == wepCount then
+		wepIndex = 0
+	end
+
+	AddCaption(wep[wepIndex] .. " " .. loc("selected!"), wepCol[wepIndex],capgrpAmmoinfo )
+	AddCaption(wepAmmo[wepIndex] .. " " .. loc("shots remaining."), wepCol[wepIndex],capgrpMessage2)
+
+end
+
+--function onTimer()
+
+	-- experimental wep
+	--[[SetVisualGearValues(shockwave, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 40, 255, 1, 10, 0, 300, 1, 0xff33ffff)
+	AddCaption("boom")
+	PlaySound(sndWarp)
+	shockwaveHealth = 100
+	shockwaveRad = 100]]
+
+
+	--change wep
+	--ChangeWeapon()
+
+	-- booster
+	--[[if boosterOn == false then
+		boosterOn = true
+	else
+		boosterOn = false
+	end]]
+
+--end
+
+-- o rite dis wan iz liek synched n stuff hope full lee
+-- old method
+--[[function onPrecise()
+
+
+	-- Fire Barrel
+	if (primShotsLeft > 0) and (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then
+
+		shotsFired = shotsFired +1
+
+		morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtExplosives, 0, 0, 0, 1)
+
+		primShotsLeft = primShotsLeft - 1
+
+		if primShotsLeft == 0 then
+			PlaySound(sndSuddenDeath)
+			AddCaption(loc("Ammo Depleted!"),0xff0000ff,capgrpMessage)
+		else
+			AddCaption(loc("Ammo") .. ": " .. primShotsLeft)
+		end
+		DrawTag(1)
+
+		CopyPV(CurrentHedgehog, morte) -- new addition
+		x,y = GetGearVelocity(morte)
+
+		x = x*2
+		y = y*2
+		SetGearVelocity(morte, x, y)
+
+
+	elseif (primShotsLeft == 0) and (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then
+		AddCaption(loc("Ammo Depleted!"),0xff0000ff,capgrpMessage)
+	end
+
+
+end]]
+
+-- derp tumbler
+function onPrecise()
+
+	if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) and (wepAmmo[wepIndex] > 0) then
+
+		wepAmmo[wepIndex] = wepAmmo[wepIndex] - 1
+		--AddCaption(wepAmmo[wepIndex] .. " " .. loc("shots remaining."), wepCol[wepIndex],capgrpMessage2)
+
+		if wep[wepIndex] == loc("Barrel Launcher") then
+			shotsFired = shotsFired +1
+
+			morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtExplosives, 0, 0, 0, 1)
+			CopyPV(CurrentHedgehog, morte) -- new addition
+			x,y = GetGearVelocity(morte)
+			x = x*2
+			y = y*2
+			SetGearVelocity(morte, x, y)
+
+			if wepAmmo[wepIndex] == 0 then
+			PlaySound(sndSuddenDeath)
+			AddCaption(loc("Ammo Depleted!"),0xff0000ff,capgrpMessage)
+			else
+				--AddCaption(loc("Ammo") .. ": " .. wepAmmo[wepIndex])
+			end
+			DrawTag(1)
+
+		elseif wep[wepIndex] == loc("Mine Deployer") then
+			morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtAirBomb, 0, 0, 0, 0)
+			SetTimer(morte, 1000)
+			DrawTag(1)
+		end
+
+	elseif (wepAmmo[wepIndex] == 0) and (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then
+		AddCaption(loc("Ammo Depleted!"),0xff0000ff,capgrpMessage)
+	end
+
+	preciseOn = true
+
+end
+
+function onPreciseUp()
+	preciseOn = false
+end
+
+function onLJump()
+
+	if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then
+		shieldMiser = false
+		if shieldHealth == 80 then
+			AddCaption(loc("Shield Depleted"),0xff0000ff,capgrpMessage)
+			PlaySound(sndMineTick)
+			PlaySound(sndSwitchHog)
+		elseif (beam == false) and (shieldHealth > 80) then
+			beam = true
+			SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 40, 255, 1, 10, 0, 300, 1, 0xa800ffff)
+			AddCaption( loc("Shield ON:") .. " " .. shieldHealth - 80 .. " " .. loc("Power Remaining") )
+			PlaySound(sndWarp)
+		else
+			beam = false
+			SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 0, 0, 1, 10, 0, 0, 0, 0xa800ffff)
+			AddCaption(loc("Shield OFF:") .. " " .. shieldHealth - 80 .. " " .. loc("Power Remaining") )
+		end
+	end
+end
+
+function onHJump()
+
+	if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) and
+	(rAlpha == 255) and (radShotsLeft > 0) then
+		rPingTimer = 0
+		rAlpha = 0
+		radShotsLeft = radShotsLeft -1
+		AddCaption(loc("Pings left:") .. " " .. radShotsLeft,GetClanColor(GetHogClan(CurrentHedgehog)),capgrpMessage)
+	end
+
+end
+
+-----------------
+-- movement keys
+-----------------
+
+function onLeft()
+	leftOn = true
+end
+
+function onRight()
+	rightOn = true
+end
+
+function onUp()
+	upOn = true
+end
+
+function onDown()
+	downOn = true
+end
+
+function onDownUp()
+	downOn = false
+end
+
+function onUpUp()
+	upOn = false
+end
+
+function onLeftUp()
+	leftOn = false
+end
+
+function onRightUp()
+	rightOn = false
+end
+
+--------------------------
+-- other event handlers
+--------------------------
+
+function onGameInit()
+	GameFlags = 0 + gfRandomOrder
+	Theme = "EarthRise"
+	CaseFreq = 0
+	HealthCaseProb = 0
+	MinesNum = 0
+	Explosives = 0
+	Delay = 1000
+
+	for i = 0, 3 do
+		vTag[0] = AddVisualGear(0, 0, vgtHealthTag, 0, false)
+	end
+
+	HideTags()
+
+	wep[0] = loc("Barrel Launcher")
+	wep[1] = loc("Mine Deployer")
+	wep[2] = loc("Flamer")
+
+	wepCol[0] = 0x78818eff
+	wepCol[1] = 0xa12a77ff
+	wepCol[2] = 0xf49318ff
+
+	wepCount = 3
+
+end
+
+function onGameStart()
+
+	if (MinesTime == -1000) or (MinesTime == 0) then
+		roundLimit = 3
+	else
+		roundLimit = (MinesTime / 1000)
+	end
+
+	ShowMission	(
+				"SPACE INVASION",
+				loc("a Hedgewars mini-game"),
+
+				loc("Destroy invaders to score points.") .. "|" ..
+				" " .. "|" ..
+
+				loc("Round Limit") .. ": " .. roundLimit .. "|" ..
+				loc("Turn Time") .. ": " .. (TurnTime/1000) .. loc("sec") .. "|" ..
+				" " .. "|" ..
+
+				loc("Movement: [Up], [Down], [Left], [Right]") .. "|" ..
+				loc("Fire") .. ": " .. loc("[Left Shift]") .. "|" ..
+				loc("Toggle Shield") .. ": " .. loc("[Enter]") .. "|" ..
+				loc("Radar Ping") .. ": " .. loc("[Backspace]") .. "|" ..
+
+				--" " .. "|" ..
+				--LOC_NOT("Invaders List: ") .. "|" ..
+				--LOC_NOT("Blue Jabberwock: (50 points)") .. "|" ..
+				--LOC_NOT("Red Warbler: (10 points)") .. "|" ..
+				--LOC_NOT("Orange Gob: (5 points)") .. "|" ..
+				--LOC_NOT("Green Wrangler: (3 points)") .. "|" ..
+
+
+				"", 4, 4000
+				)
+
+	CreateMeSomeCircles()
+	RebuildTeamInfo() -- control
+	lastRound = TotalRounds
+
+end
+
+function onScreenResize()
+
+	-- redraw Tags so that their screen locations are updated
+	if (CurrentHedgehog ~= nil) and (tumbleStarted == true) then
+			DrawTag(0)
+			DrawTag(1)
+			DrawTag(2)
+	end
+
+end
+
+function onNewTurn()
+
+	--primShotsLeft = primShotsMax
+	radShotsLeft = 2
+	stopMovement = false
+	tumbleStarted = false
+	boosterOn = false
+	beam = false
+	shieldHealth = 30 + 80 -- 50 = 5 secs, roughly
+	shockwaveHealth = 0
+
+	RK = 0
+	GK = 0
+	BK = 0
+	OK = 0
+	SK = 0
+	roundKills = 0
+	shieldMiser = true
+	fierceComp = false
+	shotsFired = 0
+	shotsHit = 0
+	sniperHits = 0
+	pointBlankHits = 0
+	chainLength = 0
+	chainCounter = 0
+	SurfTime = 12
+
+	-------------------------
+	-- gaudy racer
+	-------------------------
+	CheckForNewRound()
+
+	-- Handle Starting Stage of Game
+	if (gameOver == false) and (gameBegun == false) then
+		gameBegun = true
+		roundNumber = 0 -- 0
+		firstClan = GetHogClan(CurrentHedgehog)
+	end
+
+	if gameOver == true then
+		gameBegun = false
+		stopMovement = true
+		tumbleStarted = false
+		SetMyCircles(false)
+	end
+
+
+	-------
+	-- tumbler
+	----
+
+	wepAmmo[0] = 5
+	wepAmmo[1] = 2
+	wepAmmo[2] = 5000
+	wepIndex = 2
+	ChangeWeapon()
+
+
+	HideTags()
+
+	---------------
+	---------------
+	--AddCaption("num g: " .. numGears() )
+	--WriteLnToConsole("onNewTurn, I just set a bunch of variables to their necessary states. This was done at:")
+	--WriteLnToConsole("The above occured at Game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+
+end
+
+function ThingsToBeRunOnGears(gear)
+
+	HandleLifeSpan(gear)
+	DeleteFarFlungBarrel(gear)
+
+	if CirclesAreGo == true then
+		CheckVarious(gear)
+		ProjectileTrack(gear)
+	end
+
+end
+
+
+function onGameTick20()
+
+
+	--WriteLnToConsole("Start of GameTick")
+
+	HandleCircles()
+
+	-- derp
+	--if shockwaveHealth > 0 then
+	--	shockwaveHealth = shockwaveHealth - 1
+	--	shockwaveRad = shockwaveRad + 5
+	--end
+
+
+	if GameTime%100 == 0 then
+
+		if beam == true then
+			shieldHealth = shieldHealth - 1
+			if shieldHealth < 80 then -- <= 80
+				shieldHealth = 80
+				beam = false
+				AddCaption(loc("Shield Depleted"),0xff0000ff,capgrpMessage)
+				PlaySound(sndMineTick)
+				PlaySound(sndSwitchHog)
+			end
+		end
+
+
+
+		--nw WriteLnToConsole("Starting ThingsToBeRunOnGears()")
+
+		runOnGears(ThingsToBeRunOnGears)
+
+		--nw WriteLnToConsole("Finished ThingsToBeRunOnGears()")
+
+		--runOnGears(HandleLifeSpan)
+		--runOnGears(DeleteFarFlungBarrel)
+
+		if CirclesAreGo == true and CurrentHedgehog ~= nil then
+			CheckDistances()
+			--runOnGears(CheckVarious)	-- used to be in handletracking for some bizarre reason
+			--runOnGears(ProjectileTrack)
+		end
+
+		-- white smoke trail as player falls from the sky
+		if (TimeLeft <= 0) and (stopMovement == true) and (CurrentHedgehog ~= nil) then
+			j,k = GetGearVelocity(CurrentHedgehog)
+			if (j ~= 0) and (k ~= 0) then
+				AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmoke, 0, true)
+			end
+		end
+
+		--nw WriteLnToConsole("Finished 100Timer")
+
+	end
+
+
+	-- start the player tumbling with a boom once their turn has actually begun
+	if (tumbleStarted == false) and (gameOver == false) then
+		if (TurnTimeLeft > 0) and (TurnTimeLeft ~= TurnTime) then
+			--AddCaption(LOC_NOT("Good to go!"))
+			tumbleStarted = true
+			TimeLeft = div(TurnTime, 1000)	--45
+			FadeAlpha = 0
+			rAlpha = 255
+			AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtGrenade, 0, 0, 0, 1)
+			DrawTag(0)
+			DrawTag(1)
+			DrawTag(2)
+			SetMyCircles(true)
+		end
+	end
+
+	--WriteLnToConsole("Finished initial check")
+
+	if (CurrentHedgehog ~= nil) and (tumbleStarted == true) then
+
+		--AddCaption(GetX(CurrentHedgehog) .. ";" .. GetY(CurrentHedgehog) )
+
+		-- Calculate and display turn time
+		if GameTime%1000 == 0 then
+			TimeLeft = TimeLeft - 1
+
+			if TimeLeft >= 0 then
+				--AddCaption(LOC_NOT("Time Left: ") .. TimeLeft)
+				DrawTag(0)
+			end
+
+		end
+
+		--WriteLnToConsole("Finished timeleft calculations")
+
+		-------------------------------
+		-- Player has run out of luck (out of time or hit by gtShell)
+		-------------------------------
+		-- checks in FloatyThings
+		if PlayerIsFine() == false then
+			TimeLeft = 0
+		end
+
+		--WriteLnToConsole("successfully checked playerIsFine")
+
+		if (TimeLeft == 0) then
+			if (stopMovement == false) then	--time to stop the player
+				stopMovement = true
+				boosterOn = false
+				beam = false
+				upOn = false
+				down = false
+				leftOn = false
+				rightOn = false
+				SetMyCircles(false)
+				HideTags()
+				rAlpha = 255
+				--nw WriteLnToConsole("Player is out of luck")
+
+				if shieldMiser == true then
+
+					p = (roundKills*3.5) - ((roundKills*3.5)%1) + 2
+
+					AddCaption(loc("Shield Miser!") .." +" .. p .." ".. loc("points") .. "!",0xffba00ff,capgrpAmmoinfo)
+					AwardPoints(p)
+				end
+
+				if ((shotsHit / shotsFired * 100) >= 80) and (shotsFired > 4) then
+					AddCaption(loc("Accuracy Bonus!") .. " +15 " .. loc("points") .. "!",0xffba00ff,capgrpVolume)
+					AwardPoints(15)
+				end
+
+			end
+		else -- remove this if you want tumbler to fall slowly on death
+		-------------------------------
+		-- Player is still in luck
+		-------------------------------
+
+
+			--WriteLnToConsole("about to do chainCounter checks")
+			if chainCounter > 0 then
+				chainCounter = chainCounter -1
+				if chainCounter == 0 then
+					chainLength = 0
+				end
+			end
+
+			-- handle movement based on IO
+			if GameTime%100 == 0 then -- 100
+				--nw WriteLnToConsole("Start of Player MoveTimer")
+
+				---------------
+				-- new trail code
+				---------------
+				-- the trail lets you know you have 5s left to pilot, akin to birdy feathers
+				if (TimeLeft <= 5) and (TimeLeft > 0) then							--vgtSmoke
+					tempE = AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmoke, 0, true)
+					g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)
+					SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, g8, g9, GetClanColor(GetHogClan(CurrentHedgehog)) )
+				end
+				--------------
+				--------------
+
+				------------------------
+				-- surfer achievement
+				------------------------
+
+				if (WaterLine - GetY(CurrentHedgehog)) < 15 then
+					SurfTime = SurfTime -1
+				end
+
+				if SurfTime ~= 12 then
+
+					SurfTime = SurfTime - 1
+					if SurfTime <= 0 then
+						for i = 0,(TeamsCount-1) do
+							if teamClan[i] == GetHogClan(CurrentHedgehog) and (teamSurfer[i] == false) then
+								teamSurfer[i] = true
+								SurfTime = 12
+								AddCaption(loc("Surfer! +15 points!"),0xffba00ff,capgrpVolume)
+								AwardPoints(15)
+							end
+						end
+					end
+				end
+
+
+				dx, dy = GetGearVelocity(CurrentHedgehog)
+
+				--WriteLnToConsole("I just got the velocity of currenthedgehog. It is dx: " .. dx .. "; dy: " .. dy)
+				--WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+
+				if boosterOn == true then
+					tempE = AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtDust, 0, false)
+					g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)
+					SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, 1, g9, GetClanColor(GetHogClan(CurrentHedgehog)) )
+					dxlimit = 0.8*fMod
+					dylimit = 0.8*fMod
+				else
+					dxlimit = 0.4*fMod
+					dylimit = 0.4*fMod
+				end
+
+				if dx > dxlimit then
+					dx = dxlimit
+				end
+				if dy > dylimit then
+					dy = dylimit
+				end
+				if dx < -dxlimit then
+					dx = -dxlimit
+				end
+				if dy < -dylimit then
+					dy = -dylimit
+				end
+
+
+				if leftOn == true then
+					dx = dx - 0.1*fMod
+				end
+				if rightOn == true then
+					dx = dx + 0.1*fMod
+				end
+
+				if upOn == true then
+					dy = dy - 0.1*fMod
+				end
+				if downOn == true then
+					dy = dy + 0.1*fMod
+				end
+
+				SetGearVelocity(CurrentHedgehog, dx, dy)
+
+				--WriteLnToConsole("I just SET the velocity of currenthedgehog. It is now dx: " .. dx .. "; dy: " .. dy)
+				--WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+				--nw WriteLnToConsole("End of Player MoveTimer")
+
+			end
+
+
+			HandleFlameThrower()
+
+
+		end -- new end I put here to check if he's still alive or not
+
+	end
+
+	--WriteLnToConsole("End of GameTick")
+
+end
+
+function onGearDamage(gear, damage)
+	if GetGearType(gear) == gtHedgehog then
+		if (fierceComp == false) and (damage >= 60) and (GetHogClan(gear) ~= GetHogClan(CurrentHedgehog)) then
+			fierceComp = true
+			AddCaption(loc("Fierce Competition!") .. " +8 " .. loc("points") .. "!",0xffba00ff,capgrpGameState)
+			AwardPoints(8)
+		end
+	end
+end
+
+function onGearResurrect(gear)
+
+	-- did I fall into the water? well, that was a stupid thing to do
+	if gear == CurrentHedgehog then
+		TimeLeft = 0
+		--WriteLnToConsole("Current hedgehog just drowned himself")
+		--WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+	end
+
+end
+
+function onGearAdd(gear)
+
+	if isATrackedGear(gear) then
+		trackGear(gear)
+		setNewGearValues(gear)
+	end
+
+	--if GetGearType(gear) == gtBall then
+	--	SetTimer(gear, 5000)
+	--end
+
+	if GetGearType(gear) == gtHedgehog then
+		SetEffect(gear, heResurrectable, true)
+
+		-----------
+		-- control
+		hhs[numhhs] = gear
+		numhhs = numhhs + 1
+		-----------
+	end
+
+end
+
+function onGearDelete(gear)
+
+
+	--[[if GetGearType(gear) == gtShell then
+		--nw WriteLnToConsole("on GearDelete call. Shell ID: " .. getGearValue(gear,"ID"))
+		--WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+
+		--if CurrentHedgehog ~= nil then
+		--	WriteLnToConsole("As it happens, player is at: " .. GetX(CurrentHedgehog) .. "; " .. GetY(CurrentHedgehog))
+		--end
+	elseif GetGearType(gear) == gtExplosives then
+		--nw WriteLnToConsole("on GearDelete call. Explosives ID: " .. getGearValue(gear,"ID"))
+		--WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+
+		--if CurrentHedgehog ~= nil then
+		--	WriteLnToConsole("As it happens, player is at: " .. GetX(CurrentHedgehog) .. "; " .. GetY(CurrentHedgehog))
+		--end
+	elseif GetGearType(gear) == gtFlame then
+		--WriteLnToConsole("on GearDelete flame")
+	end]]
+
+	if isATrackedGear(gear) then
+		trackDeletion(gear)
+	end
+
+	if CurrentHedgehog ~= nil then
+		FollowGear(CurrentHedgehog)
+	end
+
+end
+
+
+
+------------------------------------------------------------
+------------------------------------------------------------
+------------------------------------------------------------
+------------------------------------------------------------
+-- FLOATY THINGS
+-- "I'll make this into a generic library and code properly
+-- when I have more time and feel less lazy"
+------------------------------------------------------------
+------------------------------------------------------------
+------------------------------------------------------------
+------------------------------------------------------------
+
+function DoHorribleThings(cUID)
+
+	-- work out the distance to the target
+	g1X, g1Y = GetGearPosition(CurrentHedgehog)
+	g2X, g2Y = vCircX[cUID], vCircY[cUID]
+	q = g1X - g2X
+	w = g1Y - g2Y
+	r = math.sqrt( (q*q) + (w*w) )	--alternate
+
+	opp = w
+	if opp < 0 then
+		opp = opp*-1
+	end
+
+	-- work out the angle (theta) to the target
+	t = math.deg ( math.asin(opp / r) )
+
+	-- based on the radius of the radar, calculate what x/y displacement should be
+	NR = 150 -- radius at which to draw circs
+	NX = math.cos( math.rad(t) ) * NR
+	NY = math.sin( math.rad(t) ) * NR
+
+	-- displace xy based on where this thing actually is
+
+	if r < NR then
+		rCircX[cUID] = g2X
+	elseif q > 0 then
+		rCircX[cUID] = g1X - NX
+	else
+		rCircX[cUID] = g1X + NX
+	end
+
+	if r < NR then
+		rCircY[cUID] = g2Y
+	elseif w > 0 then
+		rCircY[cUID] = g1Y - NY
+	else
+		rCircY[cUID] = g1Y + NY
+	end
+
+end
+
+function PlayerIsFine()
+	return (playerIsFine)
+end
+
+function GetDistFromXYtoXY(a, b, c, d)
+	q = a - c
+	w = b - d
+	return ( (q*q) + (w*w) )
+end
+
+function GetDistFromGearToGear(gear, gear2)
+
+	g1X, g1Y = GetGearPosition(gear)
+	g2X, g2Y = GetGearPosition(gear2)
+	q = g1X - g2X
+	w = g1Y - g2Y
+
+
+	--[[
+	WriteLnToConsole("I just got the position of two gears and calculated the distance betwen them")
+	if gear == CurrentHedgehog then
+		WriteLnToConsole("Gear 1 is CurrentHedgehog.")
+	end
+	if gear2 == CurrentHedgehog then
+		WriteLnToConsole("Gear 2 is CurrentHedgehog.")
+	end
+	WriteLnToConsole("G1X: " .. g1X .. "; G1Y: " .. g1Y)
+	WriteLnToConsole("G2X: " .. g2X .. "; G2Y: " .. g2Y)
+	WriteLnToConsole("Their distance is " .. (q*q) + (w*w) )
+	WriteLnToConsole("The above events occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+]]
+
+
+	return ( (q*q) + (w*w) )
+
+end
+
+function GetDistFromGearToXY(gear, g2X, g2Y)
+
+	g1X, g1Y = GetGearPosition(gear)
+	q = g1X - g2X
+	w = g1Y - g2Y
+
+
+	--[[WriteLnToConsole("I just got the position of a gear and calculated the distance betwen it and another xy")
+	if gear == CurrentHedgehog then
+		WriteLnToConsole("Gear 1 is CurrentHedgehog.")
+	end
+
+	WriteLnToConsole("G1X: " .. g1X .. "; G1Y: " .. g1Y)
+	WriteLnToConsole("Other X: " .. g2X .. "; Other Y: " .. g2Y)
+	WriteLnToConsole("Their distance is " .. (q*q) + (w*w) )
+	WriteLnToConsole("The above events occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+]]
+
+
+	return ( (q*q) + (w*w) )
+
+
+end
+
+function CreateMeSomeCircles()
+
+	for i = 0, 7 do
+		vCCount = vCCount +1
+		vCirc[i] = AddVisualGear(0,0,vgtCircle,0,true)
+
+		rCirc[i] = AddVisualGear(0,0,vgtCircle,0,true)
+		rCircX[i] = 0
+		rCircY[i] = 0
+
+		vCircDX[i] = 0
+		vCircDY[i] = 0
+
+		vType[i] = "generic"
+		vCounter[i] = 0
+		vCounterLim[i] = 150
+		vCircScore[i] = 0
+		vCircHealth[i] = 1
+
+		vCircMinA[i] = 80	--80 --20
+		vCircMaxA[i] = 255
+		vCircType[i] = 1	--1
+		vCircPulse[i] = 10
+		vCircFuckAll[i] = 0
+		vCircRadius[i] = 0
+		vCircWidth[i] = 3 --5
+
+		vCircRadMax[i] = 0
+		vCircRadMin[i] = 0
+		vCircRadDir[i] = -1
+		vCircRadCounter[i] = 0
+
+		vCircX[i], vCircY[i] = 0,0
+
+		vCircCol[i] = 0xff00ffff
+
+		SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], vCircMinA[i], vCircMaxA[i], vCircType[i], vCircPulse[i], vCircFuckAll[i], vCircRadius[i], vCircWidth[i], vCircCol[i])
+
+		SetVisualGearValues(rCirc[i], 0, 0, 100, 255, 1, 10, 0, 40, 3, vCircCol[i])
+
+	end
+
+	pShield = AddVisualGear(0,0,vgtCircle,0,true)
+	--SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 80, 200, 1, 10, 0, 200, 5, 0xff00ffff)
+
+
+	shockwave = AddVisualGear(0,0,vgtCircle,0,true)
+
+end
+
+function IGotMeASafeXYValue(i)
+
+	acceptibleDistance = 800
+
+	-- put this in here to thwart attempts at repositioning and test sanity limit
+	--vCircX[i] = GetX(CurrentHedgehog)+250
+	--vCircY[i] = GetY(CurrentHedgehog)+250
+
+	vCircX[i] = GetRandom(5000)
+	vCircY[i] = GetRandom(2000)
+	dist = GetDistFromGearToXY(CurrentHedgehog, vCircX[i], vCircY[i])
+	if dist > acceptibleDistance*acceptibleDistance then
+		return(true)
+	else
+		return(false)
+	end
+
+end
+
+function CircleDamaged(i)
+
+	res = ""
+	vCircHealth[i] = vCircHealth[i] -1
+
+	if vCircHealth[i] <= 0 then
+	-- circle is dead, do death effects/consequences
+
+		vCircActive[i] = false
+
+		if (vType[i] == "drone") then
+			PlaySound(sndHellishImpact4)
+			TimeLeft = TimeLeft + 4
+			AddCaption(loc("Time Extended!") .. "+" .. 4 .. loc("sec"), 0xff0000ff,capgrpMessage )
+			DrawTag(0)
+
+			morte = AddGear(vCircX[i], vCircY[i], gtExplosives, 0, 0, 0, 1)
+			SetHealth(morte, 0)
+
+			RK = RK + 1
+			if RK == 5 then
+				RK = 0
+				AddCaption(loc("Drone Hunter!") .. " +10 " .. loc("points") .. "!",0xffba00ff,capgrpMessage2)
+				AwardPoints(10)
+			end
+
+		elseif (vType[i] == "ammo") then
+			AddVisualGear(vCircX[i], vCircY[i], vgtExplosion, 0, false)
+			PlaySound(sndExplosion)
+			PlaySound(sndShotgunReload)
+			wepAmmo[0] = wepAmmo[0] +3
+			--primShotsLeft = primShotsLeft + 3
+			AddCaption("+" .. 3 .. " " .. loc("Ammo"), 0x00ff00ff,capgrpMessage)
+			DrawTag(1)
+
+			GK = GK + 1
+			if GK == 3 then
+				GK = 0
+				AddCaption(loc("Ammo Maniac!") .. " +5 " .. loc("points") .. "!",0xffba00ff,capgrpMessage2)
+				AwardPoints(5)
+			end
+
+		elseif (vType[i] == "bonus") then
+
+			AddVisualGear(vCircX[i], vCircY[i], vgtExplosion, 0, false)
+			PlaySound(sndExplosion)
+
+			AddVisualGear(vCircX[i], vCircY[i], vgtFire, 0, false)
+			AddVisualGear(vCircX[i], vCircY[i], vgtFire, 0, false)
+			AddVisualGear(vCircX[i], vCircY[i], vgtFire, 0, false)
+			AddVisualGear(vCircX[i], vCircY[i], vgtFire, 0, false)
+			AddVisualGear(vCircX[i], vCircY[i], vgtFire, 0, false)
+			AddVisualGear(vCircX[i], vCircY[i], vgtSmoke, 0, false)
+
+			PlaySound(sndVaporize)
+			--sndWarp sndMineTick --sndSwitchHog --sndSuddenDeath
+
+			shieldHealth = shieldHealth + 30
+			AddCaption(loc("Shield boosted! +30 power"), 0xa800ffff,capgrpMessage)
+			if shieldHealth >= 250 then
+				shieldHealth = 250
+				AddCaption(loc("Shield is fully recharged!"),0xa800ffff,capgrpMessage)
+			end
+			DrawTag(2)
+
+			OK = OK + 1
+			if OK == 3 then
+				OK = 0
+				AddCaption(loc("Shield Seeker!") .. " + 10 " .. loc("points") .. "!",0xffba00ff,capgrpMessage2)
+				AwardPoints(10)
+			end
+
+		elseif (vType[i] == "blueboss") then
+			PlaySound(sndHellishImpact3)
+			AddCaption(loc("Boss defeated!") .. " +30 " .. loc("points") .. "!", 0x0050ffff,capgrpMessage)
+
+			morte = AddGear(vCircX[i], vCircY[i], gtExplosives, 0, 0, 0, 1)
+			SetHealth(morte, 0)
+
+			BK = BK + 1
+			if BK == 2 then
+				BK = 0
+				AddCaption(loc("Boss Slayer!") .. " +25 " .. loc("points") .. "!",0xffba00ff,capgrpMessage2)
+				AwardPoints(25)
+			end
+
+		end
+
+		AwardPoints(vCircScore[i])
+		AwardKills()
+		SetUpCircle(i)
+		res = "fatal"
+
+		chainCounter = 3000
+		chainLength = chainLength + 1
+		if chainLength > 1 then
+			AddCaption( chainLength .. "-" .. loc("Hit Combo!") .. " +" .. chainLength*2 .. " " .. loc("points") .. "!",0xffba00ff,capgrpAmmostate)
+			AwardPoints(chainLength*2)
+		end
+
+	else
+	-- circle is merely damaged
+	-- do damage effects/sounds
+		AddVisualGear(vCircX[i], vCircY[i], vgtSteam, 0, false)
+		r = GetRandom(4)
+		if r == 0 then
+			PlaySound(sndHellishImpact1)
+		elseif r == 1 then
+			PlaySound(sndHellishImpact2)
+		elseif r == 2 then
+			PlaySound(sndHellishImpact3)
+		elseif r == 3 then
+			PlaySound(sndHellishImpact4)
+		end
+		res = "non-fatal"
+
+	end
+
+	return(res)
+
+end
+
+function SetUpCircle(i)
+
+
+	r = GetRandom(10)
+	--r = 8
+	-- 80% of spawning either red/green
+	if r <= 7 then
+
+		--r = GetRandom(5)
+		r = GetRandom(2)
+		--r = 1
+		if r == 0 then
+		--if r <= 2 then
+			vCircCol[i] = 0xff0000ff -- red
+			vType[i] = "drone"
+			vCircRadMin[i] = 50	*5
+			vCircRadMax[i] = 90	*5
+			vCounterLim[i] = 150
+			vCircScore[i] = 10
+			vCircHealth[i] = 1
+		--else
+		elseif r == 1 then
+			vCircCol[i] = 0x00ff00ff -- green
+			vType[i] = "ammo"
+			vCircRadMin[i] = 25	*7
+			vCircRadMax[i] = 30	*7
+			vCircScore[i] = 3
+			vCircHealth[i] = 1
+		end
+
+	-- 20% chance of spawning boss or bonus
+	else
+		r = GetRandom(5)
+		--r = GetRandom(2)
+		--r = 0
+		if r <= 1 then
+		--if r == 0 then
+			vCircCol[i] = 0x0050ffff -- sexy blue
+			vType[i] = "blueboss"
+			vCircRadMin[i] = 100*5
+			vCircRadMax[i] = 180*5
+			vCircWidth[i] = 1
+			vCounterLim[i] = 100
+			vCircScore[i] = 30
+			vCircHealth[i] = 3
+		else
+		--elseif r == 1 then
+			--vCircCol[i] = 0xffae00ff -- orange
+			vCircCol[i] = 0xa800ffff -- purp
+			vType[i] = "bonus"
+			vCircRadMin[i] = 20 *7
+			vCircRadMax[i] = 40 *7
+			vCircScore[i] = 5
+			vCircHealth[i] = 1
+		end
+
+	end
+
+	-- regenerate circle xy if too close to player or until sanity limit kicks in
+	reN = 0
+	--zzz = 0
+	while (reN < 10) do
+		if IGotMeASafeXYValue(i) == false then
+			reN = reN + 1
+			--zzz = zzz + 1
+		else
+			reN = 15
+		end
+	end
+	--AddCaption("Took me this many retries: " .. zzz) -- number of times it took to work
+
+	vCircRadius[i] = vCircRadMax[i] - GetRandom(vCircRadMin[i])
+
+	g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vCirc[i])
+	SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], g3, g4, g5, g6, g7, vCircRadius[i], vCircWidth[i], vCircCol[i]-0x000000ff)
+	-- - -0x000000ff
+
+	g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(rCirc[i])
+	SetVisualGearValues(rCirc[i], 0, 0, g3, g4, g5, g6, g7, g8, g9, vCircCol[i]-0x000000ff)
+
+
+	vCircActive[i] = true -- new
+
+	--nw WriteLnToConsole("CIRC " .. i .. ": X: " .. vCircX[i] .. "; Y: " .. vCircY[i])
+	--nw WriteLnToConsole("CIRC " .. i .. ": dX: " .. vCircDX[i] .. "; dY: " .. vCircDY[i])
+	--nw WriteLnToConsole("CIRC " .. i .. ": RAD:" .. vCircRadius[i])
+
+end
+
+function SetMyCircles(s)
+
+	CirclesAreGo = s
+	playerIsFine = s
+
+	if s == true then
+		--nw WriteLnToConsole("About to set up all circles, old values are here:")
+		for i = 0,(vCCount-1) do
+			--nw WriteLnToConsole("CIRC " .. i .. ": X: " .. vCircX[i] .. "; Y: " .. vCircY[i])
+			--nw WriteLnToConsole("CIRC " .. i .. ": dX: " .. vCircDX[i] .. "; dY: " .. vCircDY[i])
+			--nw WriteLnToConsole("CIRC " .. i .. ": RAD:" .. vCircRadius[i])
+		end
+		--nw WriteLnToConsole("Old values given, new values to follow...")
+	end
+
+	for i = 0,(vCCount-1) do
+
+		if s == false then
+			--vCircCol[i] = 0xffffffff
+			vCircActive[i] = false
+		elseif s == true then
+			SetUpCircle(i)
+		end
+
+	end
+
+end
+
+function WellHeAintGonnaJumpNoMore(x,y)
+
+	AddVisualGear(x, y, vgtBigExplosion, 0, false)
+	playerIsFine = false
+	AddCaption(loc("GOTCHA!"))
+	PlaySound(sndExplosion)
+	PlaySound(sndHellish)
+
+	targetHit = true
+
+end
+
+--- collision detection for weapons fire
+function CheckVarious(gear)
+
+	--if (GetGearType(gear) == gtExplosives) then
+		--nw WriteLnToConsole("Start of CheckVarious(): Exp ID: " .. getGearValue(gear,"ID"))
+	--elseif (GetGearType(gear) == gtShell) then
+		--nw WriteLnToConsole("Start of CheckVarious(): Shell ID: " .. getGearValue(gear,"ID"))
+	--end
+
+	targetHit = false
+
+	-- if circle is hit by player fire
+	if (GetGearType(gear) == gtExplosives) then
+		circsHit = 0
+
+		for i = 0,(vCCount-1) do
+
+			--nw WriteLnToConsole("Is it neccessary to check for collision with circ " .. i)
+
+			--if (vCircActive[i] == true) and ( (vType[i] == "drone") ) then
+
+				--nw WriteLnToConsole("YES. about to calc distance between gtExplosives and circ " .. i)
+
+				dist = GetDistFromGearToXY(gear, vCircX[i], vCircY[i])
+
+				-- calculate my real radius if I am an aura
+				if vCircType[i] == 0 then
+					NR = vCircRadius[i]
+				else
+					NR = (48/100*vCircRadius[i])/2
+				end
+
+				if dist <= NR*NR then
+
+
+					--nw WriteLnToConsole("Collision confirmed. The gtExplosives is within the circ radius!")
+
+					dist = (GetDistFromXYtoXY(vCircX[i], vCircY[i], getGearValue(gear,"XP"), getGearValue(gear,"YP")) - (NR*NR))
+					--AddCaption(loc("Dist: ") .. dist .. "!",0xffba00ff,capgrpGameState)
+					if dist >= 1000000 then
+						sniperHits = sniperHits +1
+						AddCaption(loc("Sniper!") .. " +8 " .. loc("points") .. "!",0xffba00ff,capgrpGameState)
+						AwardPoints(8)
+						if sniperHits == 3 then
+							sniperHits = 0
+							AddCaption(loc("They Call Me Bullseye!") .. " +16 " .. loc("points") .. "!",0xffba00ff,capgrpGameState)
+							AwardPoints(15)
+						end
+					elseif dist <= 6000 then
+						pointBlankHits = pointBlankHits +1
+						if pointBlankHits == 3 then
+							pointBlankHits = 0
+							AddCaption(loc("Point Blank Combo!") .. " +5 " .. loc("points") .. "!",0xffba00ff,capgrpGameState)
+							AwardPoints(5)
+						end
+					end
+
+					AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
+
+					targetHit = true
+					--DeleteGear(gear)
+					--SetHealth(gear,0)
+						--WriteLnToConsole("set " .. "Exp ID: " .. getGearValue(gear,"ID") .. " health to 0")
+						--WriteLnToConsole("targetHit set to true, explosive is at distance " .. dist .. "(within range " .. NR*NR.. ") of circ" )
+
+					CircleDamaged(i)
+
+					circsHit = circsHit + 1
+					if circsHit > 1 then
+						AddCaption(loc("Multi-shot!") .. " +15 " .. loc("points") .. "!",0xffba00ff,capgrpAmmostate)
+						AwardPoints(15)
+						circsHit = 0
+					end
+
+					shotsHit = shotsHit + 1
+
+
+
+				end
+
+			--end
+
+		end
+
+	-- if player is hit by circle bazooka
+	elseif (GetGearType(gear) == gtShell) and (CurrentHedgehog ~= nil) then --or (GetGearType(gear) == gtBall) then
+
+		dist = GetDistFromGearToGear(gear, CurrentHedgehog)
+
+		if beam == true then
+
+			if dist < 3000 then
+				tempE = AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, true)
+				g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)
+				SetVisualGearValues(tempE, g1, g2, g3, g4, g5, g6, g7, g8, g9, 0xff00ffff )
+				PlaySound(sndVaporize)
+				DeleteGear(gear)
+
+				SK = SK + 1
+				if SK == 5 then
+					SK = 0
+					AddCaption(loc("Shield Master!") .. " +10 " .. loc("points") .. "!",0xffba00ff,capgrpAmmoinfo)
+					AwardPoints(10)
+				end
+			end
+
+		elseif dist < 1600 then
+			WellHeAintGonnaJumpNoMore(GetX(gear), GetY(gear))
+		end
+
+		--[[if targetHit == true then
+			WriteLnToConsole("about to delete shell due to targetHit being set to true earlier")
+			DeleteGear(gear)
+			WriteLnToConsole("there, I deleted it")
+		end]]
+
+
+	end
+
+	if targetHit == true then
+			--nw WriteLnToConsole("about to delete something due to targetHit being set to true earlier")
+			DeleteGear(gear)
+			--nw WriteLnToConsole("there, I deleted it")
+	end
+
+	--nw WriteLnToConsole("End of CheckVarious()")
+
+end
+
+-- collision detection for player entering a circle
+function CheckDistances()
+
+	--nw WriteLnToConsole("Start of CheckDistances()")
+
+	for i = 0,(vCCount-1) do
+
+
+		--nw WriteLnToConsole("Attempting to calculate dist of circ " .. i)
+
+		g1X, g1Y = GetGearPosition(CurrentHedgehog)
+		g2X, g2Y = vCircX[i], vCircY[i]
+
+		g1X = g1X - g2X
+		g1Y = g1Y - g2Y
+		dist = (g1X*g1X) + (g1Y*g1Y)
+
+		--DoHorribleThings(i, g1X, g1Y, g2X, g2Y, dist)
+
+		--nw WriteLnToConsole("Calcs done. Dist to CurrentHedgehog is " .. dist)
+
+		-- calculate my real radius if I am an aura
+		if vCircType[i] == 0 then
+			NR = vCircRadius[i]
+		else
+			NR = (48/100*vCircRadius[i])/2
+		end
+
+		if dist <= NR*NR then
+
+			if 	(vCircActive[i] == true) and
+				((vType[i] == "ammo") or (vType[i] == "bonus") )
+			then
+
+				CircleDamaged(i)
+
+			elseif (vCircActive[i] == true) and
+					( (vType[i] == "drone") or (vType[i] == "blueboss") )
+			then
+
+				ss = CircleDamaged(i)
+				WellHeAintGonnaJumpNoMore(GetX(CurrentHedgehog),GetY(CurrentHedgehog))
+
+				if ss == "fatal" then
+
+					if (wepAmmo[0] == 0) and (TimeLeft <= 9) then
+					--if (primShotsLeft == 0) and (TimeLeft <= 9) then
+						AddCaption(loc("Kamikaze Expert!") .. " +15 " .. loc("points") .. "!",0xffba00ff,capgrpMessage)
+						AwardPoints(15)
+					elseif (wepAmmo[0] == 0) then
+						AddCaption(loc("Depleted Kamikaze!") .. " +5 " .. loc("points") .. "!",0xffba00ff,capgrpMessage)
+						AwardPoints(5)
+					elseif TimeLeft <= 9 then
+						AddCaption(loc("Timed Kamikaze!") .. " +10 " .. loc("points") .. "!",0xffba00ff,capgrpMessage)
+						AwardPoints(10)
+					end
+				end
+
+			end
+
+
+		end
+
+	end
+
+	--nw WriteLnToConsole("End of CheckDistances()")
+
+end
+
+function HandleCircles()
+
+	--[[if CirclesAreGo == true then
+
+		--CheckDistances()
+		--runOnGears(CheckVarious)	-- used to be in handletracking for some bizarre reason
+
+		--pTimer = pTimer + 1
+		--if pTimer == 100 then
+		--	pTimer = 0
+		--	runOnGears(ProjectileTrack)
+		--end
+
+	end]]
+
+
+	if rAlpha ~= 255 then
+
+		if GameTime%100 == 0 then
+
+			rAlpha = rAlpha + 5
+			if rAlpha >= 255 then
+				rAlpha = 255
+			end
+		end
+
+	end
+
+	for i = 0,(vCCount-1) do
+
+		--if (vCircActive[i] == true) then
+			SetVisualGearValues(rCirc[i], rCircX[i], rCircY[i], 100, 255, 1, 10, 0, 40, 3, vCircCol[i]-rAlpha)
+		--end
+
+
+
+		vCounter[i] = vCounter[i] + 1
+		if vCounter[i] >= vCounterLim[i] then
+
+			vCounter[i] = 0
+
+			if 	((vType[i] == "drone") or (vType[i] == "blueboss") ) and
+				(vCircActive[i] == true) then
+				AddGear(vCircX[i], vCircY[i], gtShell, 0, 0, 0, 1)
+
+				--WriteLnToConsole("Circle " .. i .. " just fired/added a gtShell")
+				--WriteLnToConsole("The above event occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+
+			--elseif (vType[i] == "bluebottle") and (vCircActive[i] == true) then
+			--	AddGear(vCircX[i], vCircY[i]-vCircRadius[i], gtBall, 0, 0, 0, 1)
+			--	AddGear(vCircX[i], vCircY[i]+vCircRadius[i], gtBall, 0, 0, 0, 1)
+			--	AddGear(vCircX[i]-vCircRadius[i], vCircY[i], gtBall, 0, 0, 0, 1)
+			--	AddGear(vCircX[i]+vCircRadius[i], vCircY[i], gtBall, 0, 0, 0, 1)
+			end
+
+		end
+
+		if (vCircActive[i] == true) then
+
+			vCircRadCounter[i] = vCircRadCounter[i] + 1
+			if vCircRadCounter[i] == 100 then
+
+				vCircRadCounter[i] = 0
+
+				-- make my radius increase/decrease faster if I am an aura
+				if vCircType[i] == 0 then
+					M = 1
+				else
+					M = 10
+				end
+
+				vCircRadius[i] = vCircRadius[i] + vCircRadDir[i]
+				if vCircRadius[i] > vCircRadMax[i] then
+					vCircRadDir[i] = -M
+				elseif vCircRadius[i] < vCircRadMin[i] then
+					vCircRadDir[i] = M
+				end
+
+
+				-- random effect test
+				-- maybe use this to tell the difference between circs
+				-- you can kill by shooting or not
+				--vgtSmoke vgtSmokeWhite
+				--vgtSteam -- nice long trail
+				--vgtDust -- short trail on earthrise
+				--vgtSmokeTrace
+				if vType[i] == "ammo" then
+
+					tempE = AddVisualGear(vCircX[i], vCircY[i], vgtSmoke, 0, true)
+					g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)	--0xff00ffff	--0x00ff00ff
+					SetVisualGearValues(tempE, vCircX[i], vCircY[i], g3, g4, g5, g6, g7, g8, g9, vCircCol[i] )
+
+					--AddVisualGear(vCircX[i], vCircY[i], vgtDust, 0, true)
+
+				elseif vType[i] == "bonus" then
+
+					tempE = AddVisualGear(vCircX[i], vCircY[i], vgtDust, 0, true)
+					g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)	--0xff00ffff	--0x00ff00ff --vCircCol[i]
+					SetVisualGearValues(tempE, vCircX[i], vCircY[i], g3, g4, g5, g6, g7, 1, g9, 0xff00ffff )
+
+
+				elseif vType[i] == "blueboss" then
+
+					k = 25
+					g = vgtSteam
+					trailColour = 0xae00ffff
+
+					-- 0xffae00ff -- orange
+					-- 0xae00ffff -- purp
+
+					tempE = AddVisualGear(vCircX[i], vCircY[i], g, 0, true)
+					g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)	--0xff00ffff	--0x00ff00ff
+					SetVisualGearValues(tempE, vCircX[i], vCircY[i]+k, g3, g4, g5, g6, g7, g8, g9, trailColour-75 )
+
+					tempE = AddVisualGear(vCircX[i], vCircY[i], g, 0, true)
+					g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)	--0xff00ffff	--0x00ff00ff
+					SetVisualGearValues(tempE, vCircX[i]+k, vCircY[i]-k, g3, g4, g5, g6, g7, g8, g9, trailColour-75 )
+
+					tempE = AddVisualGear(vCircX[i], vCircY[i], g, 0, true)
+					g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(tempE)	--0xff00ffff	--0x00ff00ff
+					SetVisualGearValues(tempE, vCircX[i]-k, vCircY[i]-k, g3, g4, g5, g6, g7, g8, g9, trailColour-75 )
+
+
+				end
+
+
+			end
+
+		end
+
+
+	end
+
+	-- alter the circles velocities
+	if GameTime%2000 == 0 then
+
+		for i = 0,(vCCount-1) do
+
+			-- bounce the circles off the edges if they go too far
+			-- or make them move in random directions
+
+			if vCircX[i] > 5500 then
+				vCircDX[i] = -4	--5 circmovchange
+			elseif vCircX[i] < -1500 then
+				vCircDX[i] = 4	--5 circmovchange
+			else
+
+				z = GetRandom(2)
+				if z == 1 then
+					z = 1
+				else
+					z = -1
+				end
+				vCircDX[i] = vCircDX[i] + GetRandom(3)*z	--3 circmovchange
+			end
+
+			if vCircY[i] > 1500 then
+				vCircDY[i] = -4	--5 circmovchange
+			elseif vCircY[i] < -2900 then
+				vCircDY[i] = 4	--5 circmovchange
+			else
+				z = GetRandom(2)
+				if z == 1 then
+					z = 1
+				else
+					z = -1
+				end
+				vCircDY[i] = vCircDY[i] + GetRandom(3)*z	--3 circmovchange
+			end
+
+		end
+
+	end
+
+	-- move the circles according to their current velocities
+	--m2Count = m2Count + 1
+	--if m2Count == 25 then	--25 circmovchange
+
+	--	m2Count = 0
+		for i = 0,(vCCount-1) do
+			vCircX[i] = vCircX[i] + vCircDX[i]
+			vCircY[i] = vCircY[i] + vCircDY[i]
+
+			if (CurrentHedgehog ~= nil) and (rAlpha ~= 255) then
+				DoHorribleThings(i)--(i, g1X, g1Y, g2X, g2Y, dist)
+			end
+
+		end
+
+		if (TimeLeft == 0) and (tumbleStarted == true) then
+
+			FadeAlpha = FadeAlpha + 1
+			if FadeAlpha >= 255 then
+				FadeAlpha = 255
+			end
+
+			--new
+			--if FadeAlpha == 1 then
+			--	AddCaption("GOT IT")
+			--	for i = 0,(vCCount-1) do
+			--		g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vCirc[i])
+			--		vCircCol[i] = g10
+			--	end
+			--end
+
+		end
+
+
+		-- derp
+		if shockwaveHealth > 0 then
+			shockwaveHealth = shockwaveHealth - 1
+			shockwaveRad = shockwaveRad + 80
+
+			--mrm = ((48/100*shockwaveRad)/2)
+			--AddVisualGear(GetX(CurrentHedgehog)-mrm+GetRandom(mrm*2),GetY(CurrentHedgehog)-mrm+GetRandom(mrm*2), vgtSmoke, 0, false)
+		end
+
+
+
+	--end
+
+	for i = 0,(vCCount-1) do
+		g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vCirc[i])		-- vCircCol[i] g10
+		SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], g3, g4, g5, g6, g7, vCircRadius[i], g9, g10)
+	end
+
+	if 	(TimeLeft == 0) or
+		((tumbleStarted == false)) then
+		for i = 0,(vCCount-1) do
+			g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(vCirc[i])		-- vCircCol[i] g10
+			SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], g3, g4, g5, g6, g7, vCircRadius[i], g9, (vCircCol[i]-FadeAlpha))
+		end
+	end
+
+
+	if (CurrentHedgehog ~= nil) then
+		if beam == true then
+			g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(pShield)
+			--SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), g3, g4, g5, g6, g7, 200, g9, g10 )
+			SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), g3, g4, g5, g6, g7, 200, g9, 0xa800ffff-0x000000ff - -shieldHealth )
+			DrawTag(2)
+		else
+			SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), g3, g4, g5, g6, g7, 0, g9, g10 )
+		end
+
+		if shockwaveHealth > 0 then
+			g1, g2, g3, g4, g5, g6, g7, g8, g9, g10 = GetVisualGearValues(shockwave)
+			SetVisualGearValues(shockwave, GetX(CurrentHedgehog), GetY(CurrentHedgehog), g3, g4, g5, g6, g7, shockwaveRad, g9, 0xff3300ff-0x000000ff - -shockwaveHealth )
+		else
+			SetVisualGearValues(shockwave, GetX(CurrentHedgehog), GetY(CurrentHedgehog), g3, g4, g5, g6, g7, 0, g9, g10 )
+		end
+
+	end
+
+
+end
+
+function ProjectileTrack(gear)
+
+	if (GetGearType(gear) == gtShell) then
+
+		--nw WriteLnToConsole("ProjectileTrack() for Shell ID: " .. getGearValue(gear,"ID"))
+
+		-- newnew
+		if (GetGearType(gear) == gtShell) then
+			turningSpeed = 0.1*fMod
+		--elseif (GetGearType(gear) == gtBall) then
+		--	turningSpeed = 0.2*fMod
+		end
+
+		dx, dy = GetGearVelocity(gear)
+
+		--WriteLnToConsole("I'm trying to track currenthedge with shell ID: " .. getGearValue(gear,"ID"))
+		--WriteLnToConsole("I just got the velocity of the shell. It is dx: " .. dx .. "; dy: " .. dy)
+		--WriteLnToConsole("CurrentHedgehog is at X: " .. GetX(CurrentHedgehog) .. "; Y: " .. GetY(CurrentHedgehog) )
+
+        if CurrentHedgehog ~= nil then
+            if GetX(gear) > GetX(CurrentHedgehog) then
+                dx = dx - turningSpeed--0.1
+            else
+                dx = dx + turningSpeed--0.1
+            end
+
+            if GetY(gear) > GetY(CurrentHedgehog) then
+                dy = dy - turningSpeed--0.1
+            else
+                dy = dy + turningSpeed--0.1
+            end
+        end
+
+
+		if (GetGearType(gear) == gtShell) then
+			dxlimit = 0.4*fMod
+			dylimit = 0.4*fMod
+		--elseif (GetGearType(gear) == gtBall) then
+		--	dxlimit = 0.5	--  0.5 is about the same
+		--	dylimit = 0.5 -- 0.6 is faster than player
+		end
+
+		if dx > dxlimit then
+			dx = dxlimit
+		end
+		if dy > dylimit then
+			dy = dylimit
+		end
+		if dx < -dxlimit then
+			dx = -dxlimit
+		end
+		if dy < -dylimit then
+			dy = -dylimit
+		end
+
+		SetGearVelocity(gear, dx, dy)
+
+		--WriteLnToConsole("I just SET the velocity of shell towards currenthegdge. It is now dx: " .. dx .. "; dy: " .. dy)
+		--WriteLnToConsole("The above events occured game Time: " .. GameTime .. "; luaTicks: " .. luaGameTicks)
+		--nw WriteLnToConsole("ProjectileTrack() finished successfully")
+
+	end
+
+end
+