This is the way I like it:
- Only call fpc on hwengine.pas, let compiler rule the dependencies
- Make hwengine.pas depend on all other source files, so 'make' always calls fpc
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/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
local luaGameTicks = 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 moveTimer = 0
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 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 = {}
-------------------------------------------
-- 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, 0)
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 onGameTick()
--WriteLnToConsole("Start of GameTick")
luaGameTicks = luaGameTicks + 1 -- GameTime
HandleCircles()
-- derp
--if shockwaveHealth > 0 then
-- shockwaveHealth = shockwaveHealth - 1
-- shockwaveRad = shockwaveRad + 5
--end
Timer100 = Timer100 + 1
if Timer100 >= 100 then
Timer100 = 0
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 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 = (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
TimeLeftCounter = TimeLeftCounter + 1
if TimeLeftCounter == 1000 then
TimeLeftCounter = 0
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
moveTimer = moveTimer + 1
if moveTimer == 100 then -- 100
--nw WriteLnToConsole("Start of Player MoveTimer")
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
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, 1)
-----------
-- 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] = 3000
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] = 3000
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] = 2000
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) 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
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
--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
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
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
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 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
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