HedgewarsScriptLoad("/Scripts/Locale.lua") HedgewarsScriptLoad("/Scripts/Tracker.lua") HedgewarsScriptLoad("/Scripts/Params.lua") --[[ Space Invasion === DOCUMENTATION === == SCRIPT CONFIGURATION == You can configure this script a little bit, you only have to edit the game scheme. The script makes heavy use of the script parameters, but you can also use some, but not all, of the other settings in a game scheme. You CAN use the following options: - disable girders (highly recommended!) - disable land objects - random order - solid land - low gravity (makes this game much easier, but this script is probably not optimized for it yet) - bottom border - fort mode (just changes the landscape) - teams start at opposite parts of land - wind affects almost everything Those options are also possible, but have no real gameplay effect: - disable wind - tag team - king mode (here it only changes hats, so this is just for fun) - vampiric (has no real gameplay effect; just for the grapical effect) - full border (it’s techincally possible, but the script is currently not very well optimized for this mode) You CANNOT use any other of the on/off options in the game scheme. Those settings are simply discarded by the script. You also can change the following settings in the game scheme: - time per round (very important) - script parameters, see below The other settings are technically possible, but their effect is limited: - damage percentage - mines/air mines (they don’t harm the active hedgehog, however) - number of barrels All other variables are discarded, the script forces its own settings. There will be never Sudden Death, any crate drops, any mines and any barrels. == SCRIPT PARAMETERS == This script can be configured mostly with the script parameters. The script parameters are specified in a key=value format each, and each pair is delimeted by a comma. All values must be integer of 0 or higher. All values are optional and have a default if unspecified List of parameters: - rounds: Number of rounds (default: 3) - shield: Amount of shield you start with (default: 30) - barrels: Amount of ammo (barrels) you start with (default: 5) - pings: How many time you can use the radar per round (default: 2) - barrelbonus: How many barrels you get for collecting/destroning a green invader (default: 3) - shieldbonus: How much shield you get for collecting/destroying a purple invader (default: 30) - timebonus: How many seconds you get for killing a drone (red) (default: 4) - forcetheme: If set to false, the game will use your chosen theme instead of forcing EarthRise - Please note that the game may not be able to be played in some themes if the sky color is very bright (i.e. Bath) Example input for the field “Script parameters”: rounds=5 >>> 5 rounds, everything else is default forcetheme=false >>> Makes the game use whatever thme shield=0, barrels=3, pings=0 >>> no shield, no radar pings and only 3 barrels (could be some hard mode) (empty string) >>> Use defaults for everything ]] -------------------------- -- TODO list: notes for later -------------------------- -- imitate winning animation at end instead of just ending the game -- add support for other world edges (they are currently disabled) -- maybe add a check for a tie, IMPOSSIBRU THERE ARE NO TIES -- 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 -- new invader: golden snitch, doesn't show up on your radar -- maybe replace (48/100*vCircRadius[i])/2 with something better ------------------- -- CAPTION TYPES -- ------------------- --[[ The captions have been carefully assigned to avoid overlapping. capgrpMessage: Basic bonuses for a simple action, rounds complete capgrpMessage2: Extended bonus, awarded for repeating a basic bonus capgrpVolume: X-Hit Combo capgrpGameState: End of turn information, kamikaze achievements capgrpAmmoinfo: Ammo type at start of turn; Multi-shot, Shield Miser capgrpAmmostate: Remaining ammo, depleted ammo; Accuracy Bonus, Sniper, They Call Me Bullseye, Point Blank Combo ]] ------- CODE FOLLOWS ------- ---------------------------------- -- so I herd u liek wariables ---------------------------------- local fMod = 1000000 -- use this for dev and .16+ games -- Tag IDs local TAG_TIME = 0 local TAG_BARRELS = 1 local TAG_SHIELD = 2 local TAG_ROUND_SCORE = 4 -- some console stuff local shellID = 0 local explosivesID = 0 local luaGameTicks = 0 -- gaudyRacer local boosterOn = false local preciseOn = false local roundLimit = 3 -- can be overridden by script parameter "rounds" 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 -- for script parameters -- NOTE: If you change this, also change the default “Space Invasion” game scheme local startBarrels = 5 -- "barrels" local startShield = 30 -- "shield" local startRadShots = 2 -- "pings" local shieldBonus = 30 -- "shieldbonus" local barrelBonus = 3 -- "barrelbonus" local timeBonus = 4 -- "timebonus" local forceTheme = true -- "forcetheme" -------------------------- -- hog and team tracking variales -------------------------- local numhhs = 0 local hhs = {} local numTeams local teamNameArr = {} local teamClan = {} local teamSize = {} local teamIndex = {} local teamScore = {} local teamCircsKilled = {} local teamSurfer = {} -- stats variables local roundKills = 0 local roundScore = 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 sniperHits = 0 local pointBlankHits = 0 --------------------- -- awards (for stats section, just for fun) --------------------- -- global awards local awardTotalKills=0 -- overall killed invaders (min. 30) -- hog awards local awardRoundScore -- hog with most score in 1 round (min. 50) local awardRoundKills -- most kills in 1 round (min. 5) local awardAccuracy -- awarded to hog who didn’t miss once in his round, with most kills (min. 5) local awardCombo -- hog with longest combo (min. 5) -- Taunt trackers local tauntTimer = -1 local tauntGear = nil local tauntSound = nil local tauntClanShots = 0 -- hogs of same clans shot in this turn --------------------- -- tumbler goods --------------------- local moveTimer = 0 local leftOn = false local rightOn = false local upOn = false local downOn = false ---------------- -- TUMBLER local wep = {} local wepAmmo = {} local wepIndex = 0 local wepCount = 0 ---------------- local primShotsMax = 5 local primShotsLeft = 0 local TimeLeftCounter = 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 timer100 = 0 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 circAdjustTimer = 0 -- handle adjustment of circs direction local m2Count = 0 -- handle speed of circs local vCirc = {} local vCCount = 0 local rCirc = {} local rCircX = {} local rCircY = {} local rAlpha = 255 local rPingTimer = 0 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 = {} -- Colors -- Invaders local colorDrone = 0xFF0000FF local colorBoss = 0x0050FFFF local colorBossParticle = colorBoss local colorAmmo = 0x00FF00FF local colorShield = 0xA800FFFF local colorShieldParticle = colorShield local colorDisabled = 0xFFFFFFFF -- disabled invader at end of turn -- Other colors local colorMsgDepleted = 0xFF0000FF local colorMsgBonus = 0xFFBA00FF local colorTimer = 0xFFEE00FF local colorScore = 0xFFFFFFFF local colorShockwave = 0xFF3300FF ------------------------------------------- -- some lazy copypasta/modified methods ------------------------------------------- function HideTag(i) SetVisualGearValues(vTag[i],0,0,0,0,0,1,0, 0, 240000, 0xFFFFFF00) end function DrawTag(i) local zoomL = 1.3 local xOffset = 40 local yOffset, tValue, tCol if i == TAG_TIME then yOffset = 40 tCol = colorTimer tValue = TimeLeft elseif i == TAG_BARRELS then zoomL = 1.1 yOffset = 70 tCol = colorAmmo tValue = wepAmmo[wepIndex] elseif i == TAG_SHIELD then zoomL = 1.1 xOffset = 40 + 35 yOffset = 70 tCol = colorShield tValue = shieldHealth - 80 elseif i == TAG_ROUND_SCORE then zoomL = 1.1 xOffset = 40 yOffset = 100 tCol = colorScore tValue = roundScore end DeleteVisualGear(vTag[i]) vTag[i] = AddVisualGear(0, 0, vgtHealthTag, 0, false) SetVisualGearValues ( vTag[i], --id -(div(ScreenWidth, 2)) + xOffset, --xoffset ScreenHeight - yOffset, --yoffset 0, --dx 0, --dy zoomL, --zoom 1, --~= 0 means align to screen nil, --frameticks tValue, --value 240000, --timer tCol --color ) end function RebuildTeamInfo() -- make a list of individual team names for i = 0, (TeamsCount-1) do teamSize[i] = 0 teamIndex[i] = 0 teamScore[i] = 0 teamCircsKilled[i] = 0 teamSurfer[i] = false end numTeams = 0 for i = 0, (numhhs-1) do local z = 0 local unfinished = true while(unfinished == true) do local newTeam = true local 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 for i=0, TeamsCount-1 do SetTeamLabel(teamNameArr[i], teamScore[i]) end end -- control function AwardPoints(p) roundScore = roundScore + p DrawTag(TAG_ROUND_SCORE) for i = 0,(TeamsCount-1) do if teamClan[i] == GetHogClan(CurrentHedgehog) then teamScore[i] = teamScore[i] + p SetTeamLabel(teamNameArr[i], teamScore[i]) 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 awardTotalKills = awardTotalKills + 1 end end end ----------------- function UpdateSimpleAward(oldAward, value, threshold) local awarded = false local newAward if oldAward == nil then if threshold == nil then awarded = true elseif value > threshold then awarded = true end elseif value > oldAward.value then if threshold == nil then awarded = true elseif value > threshold then awarded = true end end if awarded then newAward = { hogName = GetHogName(CurrentHedgehog), teamName = GetHogTeamName(CurrentHedgehog), value = value } else newAward = oldAward end return newAward end function CommentOnScore() local teamStats = {} for i = 0,(TeamsCount-1) do sdScore[i] = teamScore[i] sdKills[i] = teamCircsKilled[i] sdName[i] = teamNameArr[i] table.insert(teamStats, {score = teamScore[i], kills = teamCircsKilled[i], name = teamNameArr[i]}) end local scorecomp = function (v1, v2) if v1.score > v2.score then return true else return false end end table.sort(teamStats, scorecomp) local teamComment = {} for i = TeamsCount,1,-1 do local comment if teamStats[i].name ~= " " then local comment = teamStats[i].name .. " |" .. string.format(loc("Score: %d"), teamStats[i].score) .. "|" .. string.format(loc("Kills: %d"), teamStats[i].kills) if i < TeamsCount then comment = comment .. "| |" end table.insert(teamComment, comment) SendStat(siClanHealth, tostring(teamStats[i].score), teamStats[i].name) else comment = "|" end table.insert(teamComment, comment) end local entireC = "" for i = TeamsCount,1,-1 do entireC = entireC .. teamComment[i] end local statusText, scoreText if roundNumber >= roundLimit then statusText = loc("Game over!") scoreText = loc("Final team scores:") else AddCaption(string.format(loc("Rounds complete: %d/%d"), roundNumber, roundLimit), capcolDefault, capgrpMessage) return end local displayTime if roundNumber >= roundLimit then displayTime = 20000 else displayTime = 1 end ShowMission( loc("Space Invasion"), statusText, string.format(loc("Rounds complete: %d/%d"), roundNumber, roundLimit) .. "| " .. "|" .. scoreText .. " |" ..entireC, 4, displayTime) if roundNumber >= roundLimit then local winnerTeam = teamStats[1].name for i = 0, (numhhs-1) do if GetHogTeamName(hhs[i]) == winnerTeam then SetState(hhs[i], bor(GetState(hhs[i]), gstWinner)) end end AddCaption(string.format(loc("%s wins!"), winnerTeam), capcolDefault, capgrpGameState) SendStat(siGameResult, string.format(loc("%s wins!"), winnerTeam)) for i = 1, TeamsCount do SendStat(siPointType, loc("points")) SendStat(siPlayerKills, tostring(teamStats[i].score), teamStats[i].name) end local killscomp = function (v1, v2) if v1.kills > v2.kills then return true else return false end end --[[ Award some awards (just for fun, its for the stats screen only and has no effect on the score or game outcome. ]] local awardsGiven = 0 if awardTotalKills >= 30 then awardsGiven = awardsGiven + 1 SendStat(siCustomAchievement, string.format(loc("%d invaders have been destroyed in this game."), awardTotalKills)) end table.sort(teamStats, killscomp) local bestKills = teamStats[1].kills if bestKills > 10 then awardsGiven = awardsGiven + 1 local text if bestKills >= 50 then text = loc("BOOM! BOOM! BOOM! %s are the masters of destruction with %d destroyed invaders.") elseif bestKills >= 25 then text = loc("BOOM! %s really didn't like the invaders, so they decided to destroy as much as %d of them.") else text = loc("Boom! %s has destroyed %d invaders.") end SendStat(siCustomAchievement, string.format(text, teamStats[1].name, teamStats[1].kills)) end if awardRoundKills ~= nil then awardsGiven = awardsGiven + 1 local text if awardRoundKills.value >= 33 then text = loc("%s (%s) has been invited to join the Planetary Association of the Hedgehogs, it destroyed a staggering %d invaders in just one round!") elseif awardRoundKills.value >= 22 then if awardRoundKills.hogName == "Rambo" then text = loc("The hardships of the war turned %s (%s) into a killing machine: %d invaders destroyed in one round!") else text = loc("%s (%s) is Rambo in a hedgehog costume! He destroyed %d invaders in one round.") end elseif awardRoundKills.value >= 11 then text = loc("%s (%s) is addicted to killing: %d invaders destroyed in one round.") else text = loc("%s (%s) destroyed %d invaders in one round.") end SendStat(siCustomAchievement, string.format(text, awardRoundKills.hogName, awardRoundKills.teamName, awardRoundKills.value)) end if awardRoundScore ~= nil then awardsGiven = awardsGiven + 1 local text if awardRoundScore.value >= 300 then text = loc("%s (%s) was undoubtedly the very best professional tumbler in this game: %d points in one round!") elseif awardRoundScore.value >= 250 then text = loc("%s (%s) struck like a meteor: %d points in only one round!") elseif awardRoundScore.value >= 200 then text = loc("%s (%s) is good at this: %d points in only one round!") elseif awardRoundScore.value >= 150 then text = loc("%s (%s) tumbles like no other: %d points in one round.") elseif awardRoundScore.value >= 100 then text = loc("%s (%s) is a tumbleweed: %d points in one round.") else text = loc("%s (%s) was the best baby tumbler: %d points in one round.") end SendStat(siCustomAchievement, string.format(text, awardRoundScore.hogName, awardRoundScore.teamName, awardRoundScore.value)) end if awardAccuracy ~= nil then awardsGiven = awardsGiven + 1 local text if awardAccuracy.value >= 20 then text = loc("The Society of Perfectionists greets %s (%s): No misses and %d hits in its best round.") elseif awardAccuracy.value >= 10 then text = loc("%s (%s) is a hardened hunter: No misses and %d hits in its best round!") else text = loc("%s (%s) shot %d invaders and never missed in the best round!") end SendStat(siCustomAchievement, string.format(text, awardAccuracy.hogName, awardAccuracy.teamName, awardAccuracy.value)) end if awardCombo ~= nil then awardsGiven = awardsGiven + 1 local text if awardCombo.value >= 11 then text = loc("%s (%s) was lightning-fast! Longest combo of %d, absolutely insane!") elseif awardCombo.value >= 8 then text = loc("%s (%s) gave short shrift to the invaders: Longest combo of %d!") else text = loc("%s (%s) was on fire: Longest combo of %d.") end SendStat(siCustomAchievement, string.format(text, awardCombo.hogName, awardCombo.teamName, awardCombo.value)) end if awardsGiven == 0 then local text local r = math.random(1,4) if r == 1 then text = loc("This game wasn’t really exciting.") elseif r == 2 then text = loc("Did I miss something?") elseif r == 3 then text = loc("Nothing of interest has happened.") elseif r == 4 then text = loc("There are no snarky comments this time.") end SendStat(siCustomAchievement, text) end end 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 -- Kill off all the losers for i = 0, (numhhs-1) do if GetHogClan(hhs[i]) ~= bestClan then SetEffect(hhs[i], heResurrectable, 0) SetHealth(hhs[i],0) end end -- Game over gameOver = true EndTurn(true) TimeLeft = 0 SendStat(siGraphTitle, loc("Score graph")) end end -- gaudy racer function CheckForNewRound() 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 (GetGearType(gear) == gtBall) then return(true) else return(false) end end function setNewGearValues(gear) local lfs if GetGearType(gear) == gtShell then lfs = 50 -- roughly 5 seconds shellID = shellID + 1 setGearValue(gear,"ID",shellID) 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)) elseif GetGearType(gear) == gtFlame then lfs = 5 -- 0.5s else lfs = 100 end setGearValue(gear,"lifespan",lfs) end function HandleLifeSpan(gear) decreaseGearValue(gear,"lifespan") if getGearValue(gear,"lifespan") == 0 then if GetGearType(gear) == gtShell then AddVisualGear(GetX(gear), GetY(gear), vgtExplosion, 0, false) elseif GetGearType(gear) == gtExplosives then AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false) PlaySound(sndExplosion) elseif GetGearType(gear) == gtFlame then AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, false) 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) end end end ----------------------- --EVENT HANDLERS -- action keys ----------------------- function ChangeWeapon() wepIndex = wepIndex + 1 if wepIndex == wepCount then wepIndex = 0 end AddCaption(wep[wepIndex], GetClanColor(GetHogClan(CurrentHedgehog)), capgrpAmmoinfo) end -- derp tumbler function onPrecise() if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) and (wepAmmo[wepIndex] > 0) then wepAmmo[wepIndex] = wepAmmo[wepIndex] - 1 if wep[wepIndex] == loc("Barrel Launcher") then shotsFired = shotsFired +1 local morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtExplosives, 0, 0, 0, 1) CopyPV(CurrentHedgehog, morte) local 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!"),colorMsgDepleted,capgrpAmmostate) else PlaySound(sndThrowRelease) end DrawTag(TAG_BARRELS) elseif wep[wepIndex] == loc("Mine Deployer") then local morte = AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtAirBomb, 0, 0, 0, 0) SetTimer(morte, 1000) DrawTag(TAG_BARRELS) end elseif (wepAmmo[wepIndex] == 0) and (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) then PlaySound(sndDenied) AddCaption(loc("Ammo depleted!"),colorMsgDepleted,capgrpAmmostate) 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"),colorMsgDepleted,capgrpAmmostate) PlaySound(sndDenied) elseif (beam == false) and (shieldHealth > 80) then beam = true SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 40, 255, 1, 10, 0, 300, 1, colorShield) AddCaption( string.format(loc("Shield ON: %d power remaining"), shieldHealth - 80), colorShield, capgrpAmmostate) PlaySound(sndInvulnerable) else beam = false SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 0, 0, 1, 10, 0, 0, 0, colorShield) AddCaption( string.format(loc("Shield OFF: %d power remaining"), shieldHealth - 80), colorShield, capgrpAmmostate) end end end function onHJump() if (CurrentHedgehog ~= nil) and (stopMovement == false) and (tumbleStarted == true) and (rAlpha == 255) then if radShotsLeft > 0 then rPingTimer = 0 rAlpha = 0 radShotsLeft = radShotsLeft -1 AddCaption(string.format(loc("Pings left: %d"), radShotsLeft),GetClanColor(GetHogClan(CurrentHedgehog)),capgrpAmmostate) -- Play sonar sound PlaySound(sndJetpackLaunch) else AddCaption(loc("No radar pings left!"),colorMsgDepleted,capgrpAmmostate) PlaySound(sndDenied) end 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 onParameters() parseParams() if params["rounds"] ~= nil then roundLimit = math.floor(tonumber(params["rounds"])) end if params["barrels"] ~= nil then startBarrels = math.floor(tonumber(params["barrels"])) end if params["pings"] ~= nil then startRadShots = math.floor(tonumber(params["pings"])) end if params["shield"] ~= nil then startShield = math.floor(tonumber(params["shield"])) end if params["barrelbonus"] ~= nil then barrelBonus = math.floor(tonumber(params["barrelbonus"])) end if params["shieldbonus"] ~= nil then shieldBonus = math.floor(tonumber(params["shieldbonus"])) end if params["timebonus"] ~= nil then timeBonus = math.floor(tonumber(params["timebonus"])) end if params["forcetheme"] == "false" then forceTheme = false else forceTheme = true end end function onGameInit() --[[ Only GameFlags which are listed here are allowed. All other game flags will be discarded. Nonetheless this allows for some configuration in the game scheme ]] local allowedFlags = -- those flags are probably the most realistic one to use gfDisableGirders + gfRandomOrder + -- highly recommended! gfDisableLandObjects + gfSolidLand + gfLowGravity + -- a bit unusual but may still be useful gfBottomBorder + gfDivideTeams + gfDisableWind + gfMoreWind + gfTagTeam + -- very unusual flags, they don’t affect gameplay really, they are mostly for funny graphical effects gfKing + -- King Mode doesn’t work like expected, since hedgehogs never really die here in this mode gfVampiric + -- just for the grapical effects gfBorder -- technically possible, but not very fun to play -- any other flag is FORBIDDEN and will be disabled when it is on anyways! GameFlags = band(GameFlags, allowedFlags) if forceTheme then Theme = "EarthRise" end CaseFreq = 0 HealthCaseProb = 0 Delay = 1000 SuddenDeathTurns = 50 WaterRise = 0 HealthDecrease = 0 WorldEdge = weNone for i = 0, 4 do vTag[0] = AddVisualGear(0, 0, vgtHealthTag, 0, false) end HideTag(TAG_TIME) HideTag(TAG_BARRELS) HideTag(TAG_SHIELD) HideTag(TAG_ROUND_SCORE) wep[0] = loc("Barrel Launcher") wep[1] = loc("Mine Deployer") wep[2] = loc("Flamer") wepCount = 3 end function onGameStart() SendGameResultOff() SendRankingStatsOff() SendAchievementsStatsOff() SendHealthStatsOff() ShowMission ( loc("SPACE INVASION"), loc("A Hedgewars mini-game"), loc("Fly into space to fight off the invaders with barrels!") .."|".. loc("Destroy invaders and collect bonuses to score points.") .. "|" .. loc("Get the highest score to win.") .. "|" .. " " .. "|" .. loc("Avoid bazookas, red and blue invaders.") .. "|" .. loc("Collect the green and purple invaders.") .. "|" .. loc("Use the shield to protect yourself from bazookas.") .. "|" .. " " .. "|" .. string.format(loc("Round Limit: %d"), roundLimit) .. "|" .. " " .. "|" .. loc("Movement: [Up], [Down], [Left], [Right]") .. "|" .. loc("Fire: [Precise]") .. "|" .. loc("Toggle Shield: [Long jump]") .. "|" .. loc("Radar Ping: [High jump]") .. "|" .. "", 4, 5000 ) CreateMeSomeCircles() RebuildTeamInfo() -- control lastRound = TotalRounds end function onScreenResize() -- redraw Tags so that their screen locations are updated if (gameBegun == true) then DrawTag(TAG_ROUND_SCORE) if (stopMovement == false) then DrawTag(TAG_BARRELS) DrawTag(TAG_SHIELD) if (tumbleStarted == true) then DrawTag(TAG_TIME) end end end end function onNewTurn() radShotsLeft = startRadShots stopMovement = false tumbleStarted = false boosterOn = false beam = false shieldHealth = startShield + 80 -- 50 = 5 secs, roughly shockwaveHealth = 0 RK = 0 GK = 0 BK = 0 OK = 0 SK = 0 roundKills = 0 roundScore = 0 shieldMiser = true fierceComp = false shotsFired = 0 shotsHit = 0 sniperHits = 0 pointBlankHits = 0 chainLength = 0 chainCounter = 0 tauntClanShots = 0 tauntTimer = -1 ------------------------- -- 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 stopMovement = true tumbleStarted = false SetMyCircles(false) end ------- -- tumbler ---- wepAmmo[0] = startBarrels wepAmmo[1] = startRadShots wepAmmo[2] = 5000 wepIndex = 2 ChangeWeapon() HideTag(TAG_TIME) if not gameOver then DrawTag(TAG_BARRELS) DrawTag(TAG_SHIELD) DrawTag(TAG_ROUND_SCORE) else HideTag(TAG_BARRELS) HideTag(TAG_SHIELD) HideTag(TAG_ROUND_SCORE) end end function ThingsToBeRunOnGears(gear) HandleLifeSpan(gear) DeleteFarFlungBarrel(gear) if circlesAreGo == true then CheckVarious(gear) ProjectileTrack(gear) end end function onGearWaterSkip(gear) if gear == CurrentHedgehog then for i = 0,(TeamsCount-1) do if teamClan[i] == GetHogClan(CurrentHedgehog) and (teamSurfer[i] == false) then teamSurfer[i] = true AddCaption(loc("Surfer! +15 points!"),colorMsgBonus,capgrpMessage) AwardPoints(15) end end end end function onGameTick() luaGameTicks = luaGameTicks + 1 HandleCircles() timer100 = timer100 + 1 if timer100 >= 100 then timer100 = 0 if beam == true then shieldHealth = shieldHealth - 1 if shieldHealth < 80 then shieldHealth = 80 beam = false AddCaption(loc("Shield depleted"),colorMsgDepleted,capgrpAmmostate) PlaySound(sndMineTick) PlaySound(sndSwitchHog) end end if tauntTimer > 0 then tauntTimer = tauntTimer - 100 if tauntTimer <= 0 and tumbleStarted and not stopMovement then PlaySound(tauntSound, tauntGear) end end runOnGears(ThingsToBeRunOnGears) if circlesAreGo == true then CheckDistances() end -- white smoke trail as player falls from the sky if (TimeLeft <= 0) and (stopMovement == true) and (CurrentHedgehog ~= nil) then local j,k = GetGearVelocity(CurrentHedgehog) if (j ~= 0) and (k ~= 0) then AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmoke, 0, false) end end 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 tumbleStarted = true TimeLeft = (TurnTime/1000) fadeAlpha = 0 rAlpha = 255 AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtGrenade, 0, 0, 0, 1) DrawTag(TAG_TIME) DrawTag(TAG_BARRELS) DrawTag(TAG_SHIELD) DrawTag(TAG_ROUND_SCORE) SetMyCircles(true) end end if (CurrentHedgehog ~= nil) and (tumbleStarted == true) then -- Calculate and display turn time TimeLeftCounter = TimeLeftCounter + 1 if TimeLeftCounter == 1000 then TimeLeftCounter = 0 TimeLeft = TimeLeft - 1 if TimeLeft >= 0 then DrawTag(TAG_TIME) end end if (TimeLeftCounter % 1000) == 0 then if TimeLeft == 5 then PlaySound(sndHurry, CurrentHedgehog) elseif TimeLeft <= 4 and TimeLeft >= 1 then PlaySound(_G["sndCountdown"..TimeLeft]) end end ------------------------------- -- Player has run out of luck (out of time or hit by gtShell) ------------------------------- -- checks in FloatyThings if PlayerIsFine() == false then TimeLeft = 0 end if (TimeLeft == 0) then if PlayerIsFine() then AddCaption(loc("Time's up!"), capcolDefault, capgrpGameState) end if (stopMovement == false) then --time to stop the player stopMovement = true boosterOn = false beam = false upOn = false downOn = false leftOn = false rightOn = false SetMyCircles(false) rAlpha = 255 FailGraphics() if shieldMiser == true then local p = (roundKills*3.5) - ((roundKills*3.5)%1) + 2 AddCaption(string.format(loc("Shield Miser! +%d points!"), p), colorMsgBonus, capgrpAmmoinfo) AwardPoints(p) end local accuracy = (shotsHit / shotsFired) * 100 if (accuracy >= 80) and (shotsFired > 4) then AddCaption(loc("Accuracy Bonus! +15 points"),colorMsgBonus,capgrpAmmostate) AwardPoints(15) -- special award for no misses local award = false if awardAccuracy == nil then if (shotsHit >= shotsFired) then award = true end elseif (shotsHit == shotsFired) and shotsHit > awardAccuracy.value then award = true end if award then awardAccuracy = { hogName = GetHogName(CurrentHedgehog), teamName = GetHogTeamName(CurrentHedgehog), value = shotsHit, } end end -- other awards awardRoundScore = UpdateSimpleAward(awardRoundScore, roundScore, 50) awardRoundKills = UpdateSimpleAward(awardRoundKills, roundKills, 5) HideTag(TAG_TIME) HideTag(TAG_BARRELS) HideTag(TAG_SHIELD) end else -- remove this if you want tumbler to fall slowly on death ------------------------------- -- Player is still in luck ------------------------------- if chainCounter > 0 then chainCounter = chainCounter -1 if chainCounter == 0 then chainLength = 0 end end -- handle movement based on IO moveTimer = moveTimer + 1 if moveTimer == 100 then -- 100 moveTimer = 0 --------------- -- 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 local tempE = AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtSmoke, 0, false) SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, nil, GetClanColor(GetHogClan(CurrentHedgehog)) ) end -------------- -------------- local dx, dy = GetGearVelocity(CurrentHedgehog) local dxlimit, dylimit if boosterOn == true then local tempE = AddVisualGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), vgtDust, 0, false) SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, 1, nil, 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) end end -- new end I put here to check if he's still alive or not end end function onGearDamage(gear, damage) if GetGearType(gear) == gtHedgehog and damage >= 60 then if GetHogClan(gear) ~= GetHogClan(CurrentHedgehog) then if (fierceComp == false) then fierceComp = true AddCaption(loc("Fierce Competition! +8 points!"),colorMsgBonus,capgrpMessage) AwardPoints(8) end tauntTimer = 500 tauntGear = gear local r = math.random(1, 2) if r == 1 then tauntSound = sndIllGetYou else tauntSound = sndJustYouWait end elseif gear ~= CurrentHedgehog then tauntTimer = 500 tauntGear = gear if tauntClanShots == 0 then tauntSound = sndSameTeam else tauntSound = sndTraitor end tauntClanShots = tauntClanShots + 1 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 playerIsFine = false end end function onGearAdd(gear) if isATrackedGear(gear) then trackGear(gear) setNewGearValues(gear) end if GetGearType(gear) == gtHedgehog then SetEffect(gear, heResurrectable, 1) ----------- -- control hhs[numhhs] = gear numhhs = numhhs + 1 ----------- end end function onGearDelete(gear) 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 local g1X, g1Y = GetGearPosition(CurrentHedgehog) local g2X, g2Y = vCircX[cUID], vCircY[cUID] local q = g1X - g2X local w = g1Y - g2Y local r = math.sqrt( (q*q) + (w*w) ) --alternate local opp = w if opp < 0 then opp = opp*-1 end -- work out the angle (theta) to the target local t = math.deg ( math.asin(opp / r) ) -- based on the radius of the radar, calculate what x/y displacement should be local NR = 150 -- radius at which to draw circs local NX = math.cos( math.rad(t) ) * NR local 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) local q = a - c local w = b - d return ( (q*q) + (w*w) ) end function GetDistFromGearToGear(gear, gear2) local g1X, g1Y = GetGearPosition(gear) local g2X, g2Y = GetGearPosition(gear2) local q = g1X - g2X local w = g1Y - g2Y return ( (q*q) + (w*w) ) end function GetDistFromGearToXY(gear, g2X, g2Y) local g1X, g1Y = GetGearPosition(gear) local q = g1X - g2X local w = g1Y - g2Y 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] = 3000 vCircScore[i] = 0 vCircHealth[i] = 1 vCircMinA[i] = 80 vCircMaxA[i] = 255 vCircType[i] = 1 vCircPulse[i] = 10 vCircFuckAll[i] = 0 vCircRadius[i] = 0 vCircWidth[i] = 3 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) shockwave = AddVisualGear(0,0,vgtCircle,0,true) end function IGotMeASafeXYValue(i) local acceptibleDistance = 800 vCircX[i] = GetRandom(5000) vCircY[i] = GetRandom(2000) local dist = GetDistFromGearToXY(CurrentHedgehog, vCircX[i], vCircY[i]) if dist > acceptibleDistance*acceptibleDistance then return(true) else return(false) end end function CircleDamaged(i) local 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 + timeBonus AddCaption(string.format(loc("Time extended! +%dsec"), timeBonus), colorDrone, capgrpMessage ) DrawTag(TAG_TIME) local 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 points!"),colorMsgBonus,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] + barrelBonus AddCaption(string.format(loc("+%d Ammo"), barrelBonus), colorAmmo,capgrpMessage) DrawTag(TAG_BARRELS) GK = GK + 1 if GK == 3 then GK = 0 AddCaption(loc("Ammo Maniac! +5 points!"),colorMsgBonus,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) shieldHealth = shieldHealth + shieldBonus if shieldHealth >= 250 then shieldHealth = 250 AddCaption(loc("Shield is fully recharged!"),colorShield,capgrpMessage) else AddCaption(string.format(loc("Shield boosted! +%d power"),shieldBonus), colorShield,capgrpMessage) end DrawTag(TAG_SHIELD) OK = OK + 1 if OK == 3 then OK = 0 AddCaption(loc("Shield Seeker! +10 points!"),colorShield,capgrpMessage2) AwardPoints(10) end elseif (vType[i] == "blueboss") then PlaySound(sndHellishImpact3) tauntTimer = 300 tauntSound = sndEnemyDown tauntGear = CurrentHedgehog AddCaption(loc("Boss defeated! +30 points!"), colorBoss,capgrpMessage) local 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 points!"),colorMsgBonus,capgrpMessage2) AwardPoints(25) end end AwardPoints(vCircScore[i]) AwardKills() SetUpCircle(i) res = "fatal" chainCounter = 3000 chainLength = chainLength + 1 if chainLength > 1 then AddCaption( string.format(loc("%d-Hit Combo! +%d points!"), chainLength, chainLength*2),colorMsgBonus,capgrpVolume) AwardPoints(chainLength*2) end awardCombo = UpdateSimpleAward(awardCombo, chainLength, 5) else -- circle is merely damaged -- do damage effects/sounds AddVisualGear(vCircX[i], vCircY[i], vgtSteam, 0, false) local r = math.random(1,4) PlaySound(_G["sndHellishImpact" .. tostring(r)]) res = "non-fatal" end return(res) end function SetUpCircle(i) local r = GetRandom(10) -- 80% of spawning either drone/ammo if r <= 7 then r = GetRandom(2) if r == 0 then vCircCol[i] = colorDrone vType[i] = "drone" vCircRadMin[i] = 50 *5 vCircRadMax[i] = 90 *5 vCounterLim[i] = 3000 vCircScore[i] = 10 vCircHealth[i] = 1 elseif r == 1 then vCircCol[i] = colorAmmo 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) if r <= 1 then vCircCol[i] = colorBoss vType[i] = "blueboss" vCircRadMin[i] = 100*5 vCircRadMax[i] = 180*5 vCircWidth[i] = 1 vCounterLim[i] = 2000 vCircScore[i] = 30 vCircHealth[i] = 3 else vCircCol[i] = colorShield 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 local reN = 0 while (reN < 10) do if IGotMeASafeXYValue(i) == false then reN = reN + 1 else reN = 15 end end vCircRadius[i] = vCircRadMax[i] - GetRandom(vCircRadMin[i]) SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], nil, nil, nil, nil, nil, vCircRadius[i], vCircWidth[i], vCircCol[i]-0x000000FF) SetVisualGearValues(rCirc[i], 0, 0, nil, nil, nil, nil, nil, nil, nil, vCircCol[i]-0x000000FF) vCircActive[i] = true end function SetMyCircles(s) circlesAreGo = s playerIsFine = s for i = 0,(vCCount-1) do if s == false then vCircActive[i] = false elseif s == true then SetUpCircle(i) end end end function WellHeAintGonnaJumpNoMore(x,y,explode,kamikaze) if explode==true then AddVisualGear(x, y, vgtBigExplosion, 0, false) PlaySound(sndExplosion) local r = math.random(1,3) PlaySound(_G["sndOoff"..r], CurrentHedgehog) end playerIsFine = false FailGraphics() if not kamikaze then AddCaption(loc("GOTCHA!"), capcolDefault, capgrpGameState) PlaySound(sndHellish) end targetHit = true end -- Turn all circles white to indicate they can't be hit anymore function FailGraphics() for i = 0,(vCCount-1) do vCircCol[i] = colorDisabled end end --- collision detection for weapons fire function CheckVarious(gear) targetHit = false -- if circle is hit by player fire if (GetGearType(gear) == gtExplosives) then local circsHit = 0 for i = 0,(vCCount-1) do local dist = GetDistFromGearToXY(gear, vCircX[i], vCircY[i]) -- calculate my real radius if I am an aura local NR if vCircType[i] == 0 then NR = vCircRadius[i] else NR = (48/100*vCircRadius[i])/2 end if dist <= NR*NR then dist = (GetDistFromXYtoXY(vCircX[i], vCircY[i], getGearValue(gear,"XP"), getGearValue(gear,"YP")) - (NR*NR)) if dist >= 1000000 then sniperHits = sniperHits +1 AddCaption(loc("Sniper! +8 points!"),colorMsgBonus,capgrpAmmostate) AwardPoints(8) if sniperHits == 3 then sniperHits = 0 AddCaption(loc("They Call Me Bullseye! +16 points!"),colorMsgBonus,capgrpAmmostate) AwardPoints(16) end elseif dist <= 6000 then pointBlankHits = pointBlankHits +1 if pointBlankHits == 3 then pointBlankHits = 0 AddCaption(loc("Point Blank Combo! +5 points!"),colorMsgBonus,capgrpAmmostate) AwardPoints(5) end end AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false) targetHit = true CircleDamaged(i) circsHit = circsHit + 1 if circsHit > 1 then AddCaption(loc("Multi-shot! +15 points!"),colorMsgBonus,capgrpAmmoinfo) AwardPoints(15) circsHit = 0 end shotsHit = shotsHit + 1 end end -- if player is hit by circle bazooka elseif (GetGearType(gear) == gtShell) and (CurrentHedgehog ~= nil) then local dist = GetDistFromGearToGear(gear, CurrentHedgehog) if beam == true then if dist < 3000 then local tempE = AddVisualGear(GetX(gear), GetY(gear), vgtSmoke, 0, false) SetVisualGearValues(tempE, nil, nil, nil, nil, nil, nil, nil, nil, nil, 0xFF00FFFF) PlaySound(sndVaporize) DeleteGear(gear) SK = SK + 1 if SK == 5 then SK = 0 AddCaption(loc("Shield Master! +10 points!"),colorMsgBonus,capgrpMessage) AwardPoints(10) end end elseif dist < 1600 then WellHeAintGonnaJumpNoMore(GetX(gear), GetY(gear), true) end end if targetHit == true then DeleteGear(gear) end end -- collision detection for player entering a circle function CheckDistances() if not CurrentHedgehog then return end for i = 0,(vCCount-1) do local g1X, g1Y = GetGearPosition(CurrentHedgehog) local g2X, g2Y = vCircX[i], vCircY[i] g1X = g1X - g2X g1Y = g1Y - g2Y local dist = (g1X*g1X) + (g1Y*g1Y) -- calculate my real radius if I am an aura local NR 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 local ss = CircleDamaged(i) local explosion if vType[i] == "blueboss" then explosion = true else explosion = false end local kamikaze = false if ss == "fatal" then if (wepAmmo[0] == 0) and (TimeLeft <= 9) then AddCaption(loc("Kamikaze Expert! +15 points!"),colorMsgBonus,capgrpGameState) AwardPoints(15) PlaySound(sndKamikaze, CurrentHedgehog) kamikaze = true elseif (wepAmmo[0] == 0) then AddCaption(loc("Depleted Kamikaze! +5 points!"),colorMsgBonus,capgrpGameState) AwardPoints(5) PlaySound(sndKamikaze, CurrentHedgehog) kamikaze = true elseif TimeLeft <= 9 then AddCaption(loc("Timed Kamikaze! +10 points!"),colorMsgBonus,capgrpGameState) AwardPoints(10) PlaySound(sndKamikaze, CurrentHedgehog) kamikaze = true end end WellHeAintGonnaJumpNoMore(GetX(CurrentHedgehog),GetY(CurrentHedgehog),explosion,kamikaze) end end end end function HandleCircles() if rAlpha ~= 255 then rPingTimer = rPingTimer + 1 if rPingTimer == 100 then rPingTimer = 0 rAlpha = rAlpha + 5 if rAlpha >= 255 then rAlpha = 255 end end end for i = 0,(vCCount-1) do SetVisualGearValues(rCirc[i], rCircX[i], rCircY[i], 100, 255, 1, 10, 0, 40, 3, vCircCol[i]-rAlpha) 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) 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 local M 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 local tempE = AddVisualGear(vCircX[i], vCircY[i], vgtSmoke, 0, false) SetVisualGearValues(tempE, vCircX[i], vCircY[i], nil, nil, nil, nil, nil, nil, nil, vCircCol[i] ) elseif vType[i] == "bonus" then local tempE = AddVisualGear(vCircX[i], vCircY[i], vgtDust, 0, false) SetVisualGearValues(tempE, vCircX[i], vCircY[i], nil, nil, nil, nil, nil, 1, nil, colorShieldParticle) elseif vType[i] == "blueboss" then local k = 25 local g = vgtSteam local trailColour = colorBossParticle local tempE = AddVisualGear(vCircX[i], vCircY[i], g, 0, false) SetVisualGearValues(tempE, vCircX[i], vCircY[i]+k, nil, nil, nil, nil, nil, nil, nil, trailColour-75 ) tempE = AddVisualGear(vCircX[i], vCircY[i], g, 0, false) SetVisualGearValues(tempE, vCircX[i]+k, vCircY[i]-k, nil, nil, nil, nil, nil, nil, nil, trailColour-75 ) tempE = AddVisualGear(vCircX[i], vCircY[i], g, 0, false) SetVisualGearValues(tempE, vCircX[i]-k, vCircY[i]-k, nil, nil, nil, nil, nil, nil, nil, trailColour-75 ) end end end end -- alter the circles velocities circAdjustTimer = circAdjustTimer + 1 if circAdjustTimer == 2000 then circAdjustTimer = 0 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] = -5 --5 circmovchange elseif vCircX[i] < -1500 then vCircDX[i] = 5 --5 circmovchange else local 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] = -5 --5 circmovchange elseif vCircY[i] < -2900 then vCircDY[i] = 5 --5 circmovchange else local 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) end end if (TimeLeft == 0) and (tumbleStarted == true) then fadeAlpha = fadeAlpha + 1 if fadeAlpha >= 255 then fadeAlpha = 255 end end -- derp if shockwaveHealth > 0 then shockwaveHealth = shockwaveHealth - 1 shockwaveRad = shockwaveRad + 80 end end for i = 0,(vCCount-1) do SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], nil, nil, nil, nil, nil, vCircRadius[i]) end if (TimeLeft == 0) or ((tumbleStarted == false)) then for i = 0,(vCCount-1) do SetVisualGearValues(vCirc[i], vCircX[i], vCircY[i], nil, nil, nil, nil, nil, vCircRadius[i], nil, (vCircCol[i]-fadeAlpha)) end end if (CurrentHedgehog ~= nil) then if beam == true then SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), nil, nil, nil, nil, nil, 200, nil, colorShield-0x000000FF - -shieldHealth ) DrawTag(TAG_SHIELD) else SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), nil, nil, nil, nil, nil, 0) end if shockwaveHealth > 0 then SetVisualGearValues(shockwave, GetX(CurrentHedgehog), GetY(CurrentHedgehog), nil, nil, nil, nil, nil, shockwaveRad, nil, colorShockwave-0x000000FF - -shockwaveHealth ) else SetVisualGearValues(shockwave, GetX(CurrentHedgehog), GetY(CurrentHedgehog), nil, nil, nil, nil, nil, 0) end end end function ProjectileTrack(gear) if (GetGearType(gear) == gtShell) then local turningSpeed = 0.1*fMod local dx, dy = GetGearVelocity(gear) if GetX(gear) > GetX(CurrentHedgehog) then dx = dx - turningSpeed else dx = dx + turningSpeed end if GetY(gear) > GetY(CurrentHedgehog) then dy = dy - turningSpeed else dy = dy + turningSpeed end local dxlimit = 0.4*fMod local dylimit = 0.4*fMod 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) end end