Slot Machine Nexus
Posted: Wed Nov 27, 2013 5:54 pm
The level itself isn't very good, but it does make good way of coding levelgen.
You can put as many zones as you want without having to edit the levelgen at all.
Note, flags spawning are only useful in Nexus. You may need to change flags into something else for use in other game types.
(works for 019)
(works for 018a but not 019)
Heres the level for testing this levelgen...
You can put as many zones as you want without having to edit the levelgen at all.
Note, flags spawning are only useful in Nexus. You may need to change flags into something else for use in other game types.
(works for 019)
- Code:
MyObject = {}
function MyObject:New()
local self = {}
self.slotpos = nil
self.slot1 = 0
self.slot2 = 0
self.slot3 = 0
self.slot1obj = nil
self.slot2obj = nil
self.slot3obj = nil
self.slottime = 0
self.slotship = nil
function self:onShipEnteredZone(ship, zone, zoneType, zoneId)
if self.slottime == 0 then
self.slotpos = zone:getLoc()
self.slotship = ship
self.slottime = 2000
end
end
function self:onTick(timePassed)
if self.slottime == 0 then return end
if self.slottime > timePassed then
self.slottime = self.slottime - timePassed
else
self.slottime = 0
local shippos = self.slotship:getLoc()
if shippos == nil then shippos = self.slotpos end
if self.slot1 == self.slot2 and self.slot2 == self.slot3 then
for a = 1, 13 * self.slot1 + 4 do
local x = math.cos(a * 127) * 10
local y = math.sin(a * 127) * 10
local j = generateItem(self.slot1, shippos.x + x, shippos.y + y)
j:setVel(point.new(x * 20, y * 20))
end
end
end
if self.slottime > 1000 + math.random(200) then
self.slot1 = self.slot1 + 1
if self.slot1 > 2 then self.slot1 = 0 end
if self.slot1obj ~= nil then self.slot1obj:removeFromGame() end
self.slot1obj = generateItem(self.slot1, self.slotpos.x - 200, self.slotpos.y - 150)
end
if self.slottime > 500 + math.random(200) then
self.slot2 = self.slot2 + 1
if self.slot2 > 2 then self.slot2 = 0 end
if self.slot2obj ~= nil then self.slot2obj:removeFromGame() end
self.slot2obj = generateItem(self.slot2, self.slotpos.x, self.slotpos.y - 150)
end
if self.slottime > 10 + math.random(200) then
self.slot3 = self.slot3 + 1
if self.slot3 > 2 then self.slot3 = 0 end
if self.slot3obj ~= nil then self.slot3obj:removeFromGame() end
self.slot3obj = generateItem(self.slot3, self.slotpos.x + 200, self.slotpos.y - 150)
end
end
return self
end
slots = {}
function onShipEnteredZone(ship, zone, zoneType, zoneId)
if zoneType == ObjType.Zone then
if slots[zoneId] == nil then slots[zoneId] = MyObject:New() end
slots[zoneId]:onShipEnteredZone(ship, zone, zoneType, zoneId)
end
end
function generateItem(num, x, y)
local obj1
if num == 0 then obj1 = Asteroid.new()
elseif num == 1 then obj1 = Mine.new()
elseif num == 2 then obj1 = FlagItem.new()
end
obj1:setLoc(point.new(x, y))
levelgen:addItem(obj1)
return obj1
end
function onTick(timePassed)
for index, slot in pairs(slots) do
slots[index]:onTick(timePassed)
end
end
function main()
subscribe(Event.tick)
subscribe(Event.ShipEnteredZone)
end
(works for 018a but not 019)
- Code:
MyObject = {}
MyObject.__index = MyObject
function MyObject:New(Arg1)
local t = {}
setmetatable(t, MyObject )
t.slotpos = nil
t.slot1 = 0
t.slot2 = 0
t.slot3 = 0
t.slot1obj = nil
t.slot2obj = nil
t.slot3obj = nil
t.slottime = 0
t.slotship = nil
return(t)
end
slots = {}
function MyObject:onShipEnteredZone(ship, zone, zoneType, zoneId)
if self.slottime == 0 then
self.slotpos = zone:getLoc()
self.slotship = ship
self.slottime = 2000
end
end
function generateItem(num, x, y)
local obj1
if num == 0 then obj1 = Asteroid.new()
elseif num == 1 then obj1 = Mine.new()
elseif num == 2 then obj1 = FlagItem.new()
end
obj1:setLoc(point.new(x, y))
levelgen:addItem(obj1)
return obj1
end
function MyObject:onTick(timePassed)
if self.slottime == 0 then return end
if self.slottime > timePassed then
self.slottime = self.slottime - timePassed
else
self.slottime = 0
local shippos = self.slotship:getLoc()
if shippos == nil then shippos = self.slotpos end
if self.slot1 == self.slot2 and self.slot2 == self.slot3 then
for a = 1, 13 * self.slot1 + 4 do
local x = math.cos(a * 127) * 10
local y = math.sin(a * 127) * 10
local j = generateItem(self.slot1, shippos.x + x, shippos.y + y)
j:setVel(point.new(x * 20, y * 20))
end
end
end
if self.slottime > 1000 + math.random(200) then
self.slot1 = self.slot1 + 1
if self.slot1 > 2 then self.slot1 = 0 end
if self.slot1obj ~= nil then self.slot1obj:removeFromGame() end
self.slot1obj = generateItem(self.slot1, self.slotpos.x - 200, self.slotpos.y - 150)
end
if self.slottime > 500 + math.random(200) then
self.slot2 = self.slot2 + 1
if self.slot2 > 2 then self.slot2 = 0 end
if self.slot2obj ~= nil then self.slot2obj:removeFromGame() end
self.slot2obj = generateItem(self.slot2, self.slotpos.x, self.slotpos.y - 150)
end
if self.slottime > 10 + math.random(200) then
self.slot3 = self.slot3 + 1
if self.slot3 > 2 then self.slot3 = 0 end
if self.slot3obj ~= nil then self.slot3obj:removeFromGame() end
self.slot3obj = generateItem(self.slot3, self.slotpos.x + 200, self.slotpos.y - 150)
end
end
function onShipEnteredZone(ship, zone, zoneType, zoneId)
if zoneType == ObjType.Zone then
if slots[zoneId] == nil then slots[zoneId] = MyObject:New() end
slots[zoneId]:onShipEnteredZone(ship, zone, zoneType, zoneId)
end
end
function onTick(timePassed)
for index, slot in pairs(slots) do
slots[index]:onTick(timePassed)
end
end
function main()
subscribe(Event.tick)
subscribe(Event.ShipEnteredZone)
end
Heres the level for testing this levelgen...
- Code:
- NexusGameType 10 1 15 5000
LevelName "Slot Machine"
LevelDescription ""
LevelCredits sam686
GridSize 255
Team Blue 0 0 1
Specials
Script slotmachine.levelgen
MinPlayers
MaxPlayers
BarrierMaker 50 3.5 3 3.5 -3 -3.5 -3 -3.5 3 3.5 3
BarrierMaker 20 3 -1.7 0.6 -1.7 0.6 -2.3 3 -2.3 3 -1.7
BarrierMaker 20 1.4 -2.3 1.4 -1.7
BarrierMaker 20 2.2 -2.3 2.2 -1.7
BarrierMaker 20 -0.6 -1.7 -3 -1.7 -3 -2.3 -0.6 -2.3 -0.6 -1.7
BarrierMaker 20 -2.2 -2.3 -2.2 -1.7
BarrierMaker 20 -1.4 -2.3 -1.4 -1.7
BarrierMaker 20 3 0 0.6 0 0.6 -0.6 3 -0.6 3 0
BarrierMaker 20 1.4 -0.6 1.4 0
BarrierMaker 20 2.2 -0.6 2.2 0
BarrierMaker 20 -0.6 0 -3 0 -3 -0.6 -0.6 -0.6 -0.6 0
BarrierMaker 20 -2.2 -0.6 -2.2 0
BarrierMaker 20 -1.4 -0.6 -1.4 0
BarrierMaker 20 3 2.3 0.6 2.3 0.6 1.7 3 1.7 3 2.3
BarrierMaker 20 1.4 1.7 1.4 2.3
BarrierMaker 20 2.2 1.7 2.2 2.3
BarrierMaker 20 -0.6 2.3 -3 2.3 -3 1.7 -0.6 1.7 -0.6 2.3
BarrierMaker 20 -2.2 1.7 -2.2 2.3
BarrierMaker 20 -1.4 1.7 -1.4 2.3
BarrierMaker 20 1.2 1.2 -1.2 1.2 -1.2 0.6 1.2 0.6 1.2 1.2
BarrierMaker 20 -0.4 0.6 -0.4 1.2
BarrierMaker 20 0.4 0.6 0.4 1.2
Zone 1.7 -1.5 1.7 -1.3 1.9 -1.3 1.9 -1.5
Spawn 0 0 -2
LineItem -1 2 1.9 -1.3 1.9 -1.5 1.7 -1.5 1.7 -1.3 1.9 -1.3
NexusZone -0.5 -2.8 -0.5 -2.5 0.4 -2.5 0.4 -2.8
Zone -1.9 -1.5 -1.9 -1.3 -1.7 -1.3 -1.7 -1.5
LineItem -1 2 -1.7 -1.3 -1.7 -1.5 -1.9 -1.5 -1.9 -1.3 -1.7 -1.3
Zone 1.7 0.2 1.7 0.4 1.9 0.4 1.9 0.2
LineItem -1 2 1.9 0.4 1.9 0.2 1.7 0.2 1.7 0.4 1.9 0.4
Zone -1.9 0.2 -1.9 0.4 -1.7 0.4 -1.7 0.2
LineItem -1 2 -1.7 0.4 -1.7 0.2 -1.9 0.2 -1.9 0.4 -1.7 0.4
Zone 1.7 2.5 1.7 2.7 1.9 2.7 1.9 2.5
LineItem -1 2 1.9 2.7 1.9 2.5 1.7 2.5 1.7 2.7 1.9 2.7
Zone -1.9 2.5 -1.9 2.7 -1.7 2.7 -1.7 2.5
LineItem -1 2 -1.7 2.7 -1.7 2.5 -1.9 2.5 -1.9 2.7 -1.7 2.7
Spawn 0 0 0
Spawn 0 0 2
Spawn 0 -2 1
Spawn 0 2 1
Spawn 0 2 -1
Zone -0.1 1.4 -0.1 1.6 0.1 1.6 0.1 1.4
LineItem -1 2 0.1 1.6 0.1 1.4 -0.1 1.4 -0.1 1.6 0.1 1.6