Reverse order of visual gears linked list
Now vgears will render in the order they have been added.
Older visual gears are rendered earlier, so they are "behind" newer visual gears.
This has been primarily done to fix the render order of speech bubbles (
bug #287).
local ta_pointsize = 63
local ta_radius = (ta_pointsize * 10 + 6) / 2
local sqrttwo = math.sqrt(2)
-- creates round test area
function AddTestArea(testarea)
step = 100
xstep = step * testarea["xdir"]
ystep = step * testarea["ydir"]
x = testarea["x"]
y = testarea["y"]
if xstep * ystep ~= 0 then
xstep = math.floor(xstep / sqrttwo)
ystep = math.floor(ystep / sqrttwo)
end
AddPoint(x, y, ta_pointsize);
AddPoint(x + xstep, y + ystep, ta_pointsize, true);
end
-- vertical test areas
local taa_v1 = {x= 350, y= 400, xdir= 0, ydir= 1}
local taa_v2 = {x= 350, y=1500, xdir= 0, ydir=-1}
-- horizontal test areas
local taa_h1 = {x=1150, y= 400, xdir= 1, ydir= 0}
local taa_h2 = {x=1200, y=1100, xdir=-1, ydir= 0}
-- diagonal test areas
local taa_d1 = {x=2200, y= 400, xdir= 1, ydir= 1}
local taa_d2 = {x=2000, y=1500, xdir= 1, ydir=-1}
local taa_d3 = {x=3300, y= 400, xdir=-1, ydir= 1}
local taa_d4 = {x=3300, y=1500, xdir=-1, ydir=-1}
-- fail counter
local nfailed = 0
local nspawned = 0
local ndied = 0
function onGameInit()
-- At first we have to overwrite/set some global variables
-- that define the map, the game has to load, as well as
-- other things such as the game rules to use, etc.
-- Things we don't modify here will use their default values.
-- The base number for the random number generator
Seed = 1
-- The map to be played
MapGen = mgDrawn
-- The theme to be used
Theme = "Bamboo"
-- Game settings and rules
EnableGameFlags(gfOneClanMode, gfDisableWind, gfDisableLandObjects, gfDisableGirders, gfSolidLand)
CaseFreq = 0
MinesNum = 0
Explosives = 0
-- No damage please
DamagePercent = 1
-- Draw Map
-- AddPoint(10,30,0) -- hog spawn platform
-- test areas
AddTestArea(taa_v1)
AddTestArea(taa_v2)
AddTestArea(taa_h1)
AddTestArea(taa_h2)
AddTestArea(taa_d1)
AddTestArea(taa_d2)
AddTestArea(taa_d3)
AddTestArea(taa_d4)
FlushPoints()
-- Create the player team
AddTeam("'Zooka Team", 14483456, "Simple", "Island", "Default")
-- And add a hog to it
player = AddHog("Hunter", 0, 1, "NoHat")
-- place it on how spawn platform
SetGearPosition(player, 10, 10)
end
-- xdir/ydir is direction in which to fire the drills
function SpawnDrillRocketArray(testarea)
xdir = testarea["xdir"]
ydir = testarea["ydir"]
centerx = testarea["x"]
centery = testarea["y"]
distance = 23
d = distance
radius = ta_radius
speed = 900000;
local xmin, xmax, ymin, ymax
if (xdir ~= 0) and (ydir ~= 0) then
d = d / sqrttwo
radius = radius / sqrttwo
speed = math.floor(speed / sqrttwo)
end
centerx = centerx - (xdir * (radius + 20))
centery = centery - (ydir * (radius + 20))
radius = radius - 6
xn = ydir
yn = -xdir
startx = centerx - (radius * xn)
starty = centery - (radius * yn)
endx = centerx + (radius * xn)
endy = centery + (radius * yn)
-- spawn loop
x = startx
y = starty
xd = d * xn
yd = d * yn
if (xd < 0) and (startx < endx) then x = endx end
if (yd < 0) and (starty < endy) then y = endy end
nsteps = math.floor(math.max(math.abs(startx - endx),math.abs(starty - endy)) / d)
for i = 1, nsteps, 1 do
AddGear(math.floor(x), math.floor(y), gtDrill, gsttmpFlag * (i % 2), speed * xdir, speed * ydir, 0)
nspawned = nspawned + 1
x = x + xd
y = y + yd
end
end
function onGearDelete(gear)
if GetGearType(gear) == gtDrill then
-- the way to check state will change in API at some point
if band(GetState(gear), gsttmpFlag) == 0 then
-- regular drill rocket
if (GetTimer(gear) < 2000) or (GetTimer(gear) > 3000) then
nfailed = nfailed + 1
end
else
-- airstrike drill rocket
if GetTimer(gear) > 0 then
nfailed = nfailed + 1
end
end
ndied = ndied + 1
if ndied == nspawned then
WriteLnToConsole('TESTRESULT: ' .. nfailed .. ' of ' .. nspawned .. ' drill rockets did not explode as expected')
if (nfailed > 0) then
EndLuaTest(TEST_FAILED)
else
EndLuaTest(TEST_SUCCESSFUL)
end
end
end
end
function onGameStart()
SetGravity(1)
SpawnDrillRocketArray(taa_h1)
SpawnDrillRocketArray(taa_h2)
SpawnDrillRocketArray(taa_v1)
SpawnDrillRocketArray(taa_v2)
SpawnDrillRocketArray(taa_d1)
SpawnDrillRocketArray(taa_d2)
SpawnDrillRocketArray(taa_d3)
SpawnDrillRocketArray(taa_d4)
end