HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
HedgewarsScriptLoad("/Scripts/Params.lua")
--[[
Space Invasion 1.2
=== 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
-- 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
------------------------
-- version 1.2
------------------------
-- show actual scores in stats screen
-- show a couple of “awards” and more or less snarky comments in stats screen
-- for various accomplisments and events those are just for fun, they don’t
-- affect score or game outcome
-- use script parameters for configuration, see top of file for more information
-- stop overwriting game most scheme’s parameters
-- disable weapon scheme
-- play “denied” sound when trying to use empty radar, ammo or shield
-- play “Hurry!” taunt when 5 seconds are left
-- play throw sound when throwing a barrel
-- play sonar sound for using radar
-- play “Kamikaze!” taunt for receiving one of the kamikaze bonuses
-- show total team score in HUD (white number)
-- show message when trying to use empty radar
-- show message when time’s up
-- show message with round score at end of a round
-- disabled health graph, replaced with score per round
-- removed “selected weapon” message, we only have one weapon
-- removed unused bubbleSort function
-- play “Ooff” sound when hit by bazooka
-- fix explosion being drawn twice when colliding with circle
-- play explosion sound when barrel’s lifespan is over
]]
--------------------------
-- 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
-- more achievements?
-- more just-for-fun awards (for stats screen)
-- 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
------- CODE FOLLOWS -------
--[[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 = 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 -- 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)
---------------------
-- 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, 4 do
SetVisualGearValues(vTag[i],0,0,0,0,0,1,0, 0, 240000, 0xffffff00)
end
end
function DrawTag(i)
local zoomL = 1.3
local xOffset = 40
local yOffset, tValue, tCol
if i == 0 then
yOffset = 40
tCol = 0xffee00ff
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
elseif i == 4 then
zoomL = 1.1
xOffset = 40 + 80
yOffset = 70
tCol = 0xffffffff
tValue = roundScore
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
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
for i=0, TeamsCount-1 do
SetTeamLabel(teamNameArr[i], teamScore[i])
end
end
-- control
function AwardPoints(p)
roundScore = roundScore + p
DrawTag(4)
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, 0xFFFFFFFF))
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))
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)
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) == 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)
--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 ChangeWeapon()
wepIndex = wepIndex + 1
if wepIndex == wepCount then
wepIndex = 0
end
--[[
NOTE: Don’t show selected weapon as long we only have one. Remove this comment and activate this code
again as soon as at least one other weapon appears.
AddCaption(wep[wepIndex] .. " " .. loc("selected!"), wepCol[wepIndex],capgrpAmmoinfo )
AddCaption(wepAmmo[wepIndex] .. " " .. loc("shots remaining."), wepCol[wepIndex],capgrpMessage2)
]]
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
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
PlaySound(sndThrowRelease)
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
PlaySound(sndDenied)
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(sndDenied)
elseif (beam == false) and (shieldHealth > 80) then
beam = true
SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 40, 255, 1, 10, 0, 300, 1, 0xa800ffff)
AddCaption( string.format(loc("Shield ON: %d power remaining"), shieldHealth - 80))
PlaySound(sndWarp)
else
beam = false
SetVisualGearValues(pShield, GetX(CurrentHedgehog), GetY(CurrentHedgehog), 0, 0, 1, 10, 0, 0, 0, 0xa800ffff)
AddCaption( string.format(loc("Shield OFF: %d power remaining"), shieldHealth - 80))
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)),capgrpMessage)
-- Play sonar sound
PlaySound(sndJetpackLaunch)
else
AddCaption(loc("No radar pings left!"),0xFF0000FF,capgrpMessage)
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 + gfForts + 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
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()
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 (CurrentHedgehog ~= nil) and (tumbleStarted == true) then
DrawTag(0)
DrawTag(1)
DrawTag(2)
DrawTag(4)
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
-------------------------
-- 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] = startBarrels
wepAmmo[1] = startRadShots
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 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!"),0xffba00ff,capgrpVolume)
AwardPoints(15)
end
end
end
end
function onGameTick()
--WriteLnToConsole("Start of GameTick")
luaGameTicks = luaGameTicks + 1 -- GameTime
HandleCircles()
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()")
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
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
tumbleStarted = true
TimeLeft = (TurnTime/1000)
FadeAlpha = 0
rAlpha = 255
AddGear(GetX(CurrentHedgehog), GetY(CurrentHedgehog), gtGrenade, 0, 0, 0, 1)
DrawTag(0)
DrawTag(1)
DrawTag(2)
DrawTag(4)
SetMyCircles(true)
end
end
--WriteLnToConsole("Finished initial check")
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(0)
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
--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 PlayerIsFine() then AddCaption(loc("Time's up!")) 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()
--nw WriteLnToConsole("Player is out of luck")
if shieldMiser == true then
p = (roundKills*3.5) - ((roundKills*3.5)%1) + 2
AddCaption(string.format(loc("Shield Miser! +%d points!"), p),0xffba00ff,capgrpAmmoinfo)
AwardPoints(p)
end
local accuracy = (shotsHit / shotsFired) * 100
if (accuracy >= 80) and (shotsFired > 4) then
AddCaption(loc("Accuracy Bonus! +15 points"),0xffba00ff,capgrpVolume)
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
AddCaption(loc(string.format(loc("Round score: %d"), roundScore)), 0xFFFFFFFF, capgrpMessage2)
-- other awards
awardRoundScore = UpdateSimpleAward(awardRoundScore, roundScore, 50)
awardRoundKills = UpdateSimpleAward(awardRoundKills, roundKills, 5)
HideTags()
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
--------------
--------------
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
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 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
playerIsFine = false
--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) == 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
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
return ( (q*q) + (w*w) )
end
function GetDistFromGearToXY(gear, g2X, g2Y)
g1X, g1Y = GetGearPosition(gear)
q = g1X - g2X
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)
acceptibleDistance = 800
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 + timeBonus
AddCaption(string.format(loc("Time extended! +%dsec"), timeBonus), 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 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] + barrelBonus
AddCaption(string.format(loc("+%d Ammo"), barrelBonus), 0x00ff00ff,capgrpMessage)
DrawTag(1)
GK = GK + 1
if GK == 3 then
GK = 0
AddCaption(loc("Ammo Maniac! +5 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)
shieldHealth = shieldHealth + shieldBonus
AddCaption(string.format(loc("Shield boosted! +%d power"),shieldBonus), 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 points!"),0xffba00ff,capgrpMessage2)
AwardPoints(10)
end
elseif (vType[i] == "blueboss") then
PlaySound(sndHellishImpact3)
AddCaption(loc("Boss defeated! +30 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 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( string.format(loc("%d-Hit Combo! +%d points!"), chainLength, chainLength*2),0xffba00ff,capgrpAmmostate)
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)
r = math.random(1,4)
PlaySound(_G["sndHellishImpact" .. tostring(r)])
res = "non-fatal"
end
return(res)
end
function SetUpCircle(i)
r = GetRandom(10)
-- 80% of spawning either red/green
if r <= 7 then
r = GetRandom(2)
if r == 0 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
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)
if r <= 1 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
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
while (reN < 10) do
if IGotMeASafeXYValue(i) == false then
reN = reN + 1
else
reN = 15
end
end
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)
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
--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,explode)
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
AddCaption(loc("GOTCHA!"))
FailGraphics()
PlaySound(sndHellish)
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] = 0xffffffff
end
end
--- collision detection for weapons fire
function CheckVarious(gear)
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)
--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))
if dist >= 1000000 then
sniperHits = sniperHits +1
AddCaption(loc("Sniper! +8 points!"),0xffba00ff,capgrpGameState)
AwardPoints(8)
if sniperHits == 3 then
sniperHits = 0
AddCaption(loc("They Call Me Bullseye! +16 points!"),0xffba00ff,capgrpGameState)
AwardPoints(16)
end
elseif dist <= 6000 then
pointBlankHits = pointBlankHits +1
if pointBlankHits == 3 then
pointBlankHits = 0
AddCaption(loc("Point Blank Combo! +5 points!"),0xffba00ff,capgrpGameState)
AwardPoints(5)
end
end
AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
targetHit = true
--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 points!"),0xffba00ff,capgrpAmmostate)
AwardPoints(15)
circsHit = 0
end
shotsHit = shotsHit + 1
end
end
-- if player is hit by circle bazooka
elseif (GetGearType(gear) == gtShell) 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 points!"),0xffba00ff,capgrpAmmoinfo)
AwardPoints(10)
end
end
elseif dist < 1600 then
WellHeAintGonnaJumpNoMore(GetX(gear), GetY(gear), true)
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)
--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)
local explosion
if vType[i] == "blueboss" then explosion = true else explosion = false end
WellHeAintGonnaJumpNoMore(GetX(CurrentHedgehog),GetY(CurrentHedgehog),explosion)
if ss == "fatal" then
if (wepAmmo[0] == 0) and (TimeLeft <= 9) then
AddCaption(loc("Kamikaze Expert! +15 points!"),0xffba00ff,capgrpMessage)
AwardPoints(15)
PlaySound(sndKamikaze, CurrentHedgehog)
elseif (wepAmmo[0] == 0) then
AddCaption(loc("Depleted Kamikaze! +5 points!"),0xffba00ff,capgrpMessage)
AwardPoints(5)
PlaySound(sndKamikaze, CurrentHedgehog)
elseif TimeLeft <= 9 then
AddCaption(loc("Timed Kamikaze! +10 points!"),0xffba00ff,capgrpMessage)
AwardPoints(10)
PlaySound(sndKamikaze, CurrentHedgehog)
end
end
end
end
end
--nw WriteLnToConsole("End of CheckDistances()")
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
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)
SetVisualGearValues(tempE, vCircX[i], vCircY[i], g3, g4, g5, g6, g7, g8, g9, vCircCol[i] )
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)
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)
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)
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)
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)
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
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], 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])
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, 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"))
if (GetGearType(gear) == gtShell) then
turningSpeed = 0.1*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
else
dx = dx + turningSpeed
end
if GetY(gear) > GetY(CurrentHedgehog) then
dy = dy - turningSpeed
else
dy = dy + turningSpeed
end
if (GetGearType(gear) == gtShell) then
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
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