1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768
| ' *********************************************************************
' ** **
' ** FUTURE PINBALL **
' ** **
' ** Generic Table Script v1.0 **
' ** **
' ** (C) 2007 Chris Leathley - BSP Software Design Solutions **
' ** **
' ** This script should provide a simple frame work you can use in **
' ** your own tables as a starting point. **
' ** **
' *********************************************************************
Option Explicit ' Force explicit variable declaration
ExecuteGlobal LoadExternalScript ("ZBRrollingballsoundslib.vbs")
ZRBrampHeight = 40
ZRBtablewide = 680
ZRBsoundballchan = 6
ZRBvolNormLevel = 0.30
ZRBrollingSound="zfx_ballrollingb2"
ZRBPitchTunning=-40
ZRBrampSoundballchan = -1 'set to -1 to disable rampsound roll
ZRBrampVolNormLevel = 0.40
ZRBrampRollingSound="zfx_ballrolramp"
ZRBrampPitchTunning=40
' === Dynamic Flipper Settings ===
Const BAM_VERSION = 0
AddDebugText BAM_VERSION
Sub BAM_Init()
If BAM_VERSION < 233 then Exit Sub
Set RightFlipperExt = xBAM.Flipper("RightFlipper")
Set LeftFlipperExt = xBAM.Flipper("LeftFlipper")
End Sub
If BAM_VERSION => 233 then
Dim RightFlipperExt,LeftFlipperExt ' Needed for BAM
Dim omegaCorrectionR
Dim omegaCorrectionL
xBAM.BallSpeedLimit = 3000
End If
Sub OnPreHitFlipperSettings(FlipperExt)
If BAM_VERSION < 233 then Exit Sub
OnPreHitFlipperSettings_bounceControl(FlipperExt)
End Sub
' FLIPPER OMEGA
' You may want to adjust the strength (also called omega) of the flippers when you add dynamic flipper to other tables.
' Only change the values for "MaxOmega" and "MinOmega" These settings override the flipper omega listed in the XML.
' You probably will want to adjust MaxOmega between 40 and 50 and MinOmega between 29 and 33.
' You need to leave the section below "MinOmega" unchanged and then go on to "BOUNCE CCONTROL" below.
If BAM_VERSION => 233 then
const MaxOmega = 45 ' Omega at base of flipper. Must be > MinOmega. Default = 45
const MinOmega = 32 ' Omega at tip of flipper. Must be < MaxOmega. Default = 32
End If
Sub RightFlipper_prehit()
If BAM_VERSION < 233 then Exit Sub
OnPreHitFlipperSettings(RightFlipperExt)
omegaCorrectionR = MaxOmega - (RightFlipperExt.ContactPoint * ((MaxOmega - MinOmega)/1.2))
If RightFlipperExt.ContactPoint < 0.0 then RightFlipperExt.Omega = MaxOmega
If RightFlipperExt.ContactPoint > 1.2 then RightFlipperExt.Omega = MinOmega
If (RightFlipperExt.ContactPoint => 0.0) And (RightFlipperExt.ContactPoint =< 1.2) then
RightFlipperExt.Omega = omegaCorrectionR
End if
End Sub
Sub LeftFlipper_prehit()
If BAM_VERSION < 233 then Exit Sub
OnPreHitFlipperSettings(LeftFlipperExt)
omegaCorrectionL = MaxOmega - (LeftFlipperExt.ContactPoint * ((MaxOmega - MinOmega)/1.2))
If LeftFlipperExt.ContactPoint < 0.0 then LeftFlipperExt.Omega = MaxOmega
If LeftFlipperExt.ContactPoint > 1.2 then LeftFlipperExt.Omega = MinOmega
If (LeftFlipperExt.ContactPoint => 0.0) And (LeftFlipperExt.ContactPoint =< 1.2) then
LeftFlipperExt.Omega = omegaCorrectionL
End if
End Sub
' BOUNCE CCONTROL
' Bounce control is the amount of bounce the ball makes when it hits the flippers. You may want to leave these settings unchanged.
' I would suggest small changes here of "base_elasticCoef" and "expected_ball_speed_after_hit".
'(Note that bounce control over rides flipper elasticity listed in the XML. See lines "RightFlipperExt.Omega ="/"RightFlipperExt.Omega=")
Sub OnPreHitFlipperSettings_bounceControl(FlipperExt)
If BAM_VERSION < 233 then Exit Sub
' Params to tweak
const base_elasticCoef = 0.90 ' very bouncy flipper rubber
const expected_ball_speed_after_hit = 350 ' calc elasticCoef to get desired ball speed after ball hit flipper
const minimum_elasticCoef_to_scale_fast_balls = 0.15 ' we will add this to calculated elastiCoef, so ball after hit will have aditional 5% of speed before hit
const reduction_for_flipper_in_motion = 0.17 ' if flipper is not in starting point, reduce elasticCoef by 20%
If FlipperExt.Hit Then
Dim elasticCoef
Dim maxElasticCoef
Dim ballSpeed
ballSpeed = (FlipperExt.BallVSpeed + xBAM.Ball.Speed) * 0.5 ' averge speed of
maxElasticCoef = base_elasticCoef
If FlipperExt.AngleDiff > 1 Then maxElasticCoef = maxElasticCoef - reduction_for_flipper_in_motion
elasticCoef = base_elasticCoef
If ballSpeed > 1 Then elasticCoef = expected_ball_speed_after_hit / ballSpeed
elasticCoef = elasticCoef + minimum_elasticCoef_to_scale_fast_balls
If elasticCoef > maxElasticCoef Then elasticCoef = maxElasticCoef
FlipperExt.SetMaterial elasticCoef
End If
End Sub
' === End of Dynamic Flipper Settings ===
' Define any Constants
Const constMaxPlayers = 4 ' Maximum number of players per game (between 1 and 4)
Const constBallSaverTime = 5000 ' Time in which a free ball is given if it lost very quickly
' Set this to 0 if you don't want this feature
Const constMaxMultiplier = 6 ' Defines the maximum bonus multiplier level
' Define Global Variables
'
Dim PlayersPlayingGame ' number of players playing the current game
Dim CurrentPlayer ' current player (1-4) playing the game
Dim BonusPoints(4) ' Bonus Points for the current player
Dim BonusMultiplier(4) ' Bonus Multiplier for the current player
Dim BallsRemaining(4) ' Balls remaining to play (inclusive) for each player
Dim ExtraBallsAwards(4) ' number of EB's out-standing (for each player)
' Define Game Control Variables
Dim LastSwitchHit ' Id of last switch hit
Dim BallsOnPlayfield ' number of balls on playfield (multiball exclusive)
Dim BallsInLock ' number of balls in multi-ball lock
' Define Game Flags
Dim bFreePlay ' Either in Free Play or Handling Credits
Dim bOnTheFirstBall ' First Ball (player one). Used for Adding New Players
Dim bBallInPlungerLane ' is there a ball in the plunger lane
Dim bBallSaverActive ' is the ball saver active
Dim bMultiBallMode ' multiball mode active ?
Dim bEnteringAHighScore ' player is entering their name into the high score table
Dim Bonus
Dim AwardPoints
Dim bExtraBallWonThisBall
' *********************************************************************
' ** **
' ** Future Pinball Defined Script Events **
' ** **
' *********************************************************************
' The Method Is Called Immediately the Game Engine is Ready to
' Start Processing the Script.
'
Sub FuturePinball_BeginPlay()
' seed the randomiser (rnd(1) function)
Randomize
initTrakedSoundBalls()
' initalise the player display reel to the last known player scores
DispSeg1.SetValue(nvScore1)
DispSeg2.SetValue(nvScore2)
DispSeg3.SetValue(nvScore3)
DispSeg4.SetValue(nvScore4)
DispSegBallInPlay.setvalue(nvBallsPerGame)
' we use the match display to hold the number of credits
DispSegMatch.SetValue(nvCredits)
DispSegBallInPlay.SetValue(0)
' We want the player to put in credits (Change this
bFreePlay = FALSE
' kill the last switch hit (this this variable is very usefull for game control)
set LastSwitchHit = DummyTrigger
' initialse any other flags
bOnTheFirstBall = FALSE
bEnteringAHighScore = FALSE
BallsOnPlayfield = 0
BallsInLock = 0
EndOfGame()
End Sub
' This Method is Called when the user has exited the Game Player. It should
' save any RAM variables that need to be persistant.
'
Sub FuturePinball_EndPlay()
End Sub
' The User Has Pressed A Key on the Keyboard..
'
Sub FuturePinball_KeyPressed(ByVal KeyCode)
'AddDebugText "KeyCode = " & KeyCode
'AddDebugText "Titled = " & fpTilted
'
' Process any keys which are valid at all times
'
' The Player has Inserted a Coin
If (KeyCode = GetKeyCode(InsertCoinKey)) Then
PlaySound "CoinIn"
nvCredits = nvCredits + 1
DispSegMatch.SetValue(nvCredits)
'AddDebugText "Insert Coin, Credits = " & nvCredits
' If not Tilted, then give some feed back to the player
If (fpTilted = FALSE) Then
' Flash the Slingshot Bulbs. This is rather Common on Pinball machines
' though you can do anything at this point
LeftSlingshotBulb1.FlashForMs 200, 100, BulbOff
LeftSlingshotBulb2.FlashForMs 200, 100, BulbOff
RightSlingshotBulb1.FlashForMs 200, 100, BulbOff
RightSlingshotBulb2.FlashForMs 200, 100, BulbOff
' Maybe play a sound at this point or put something on the display
End If
End If
' The Player is Pulling back the Plunger
If (KeyCode = GetKeyCode(PlungerKey)) Then
Plunger.Pull
End If
'
' Process The Next set of keys depeding of wether there is a game in progress or not
'
' Is A Game in Progress?
If (fpGameInPlay = TRUE) Then
' and not Tilted ?
If (fpTilted = FALSE) Then
' If the Left Flipper Key Has Been Press, Activate The Left Flipper(s)
If (KeyCode = GetKeyCode(LeftFlipperKey)) Then
LeftFlipper.SolenoidOn
PlaySound "Flipper"
End If
' If the Right Flipper Key Has Been Press, Activate The Right Flipper(s)
If (KeyCode = GetKeyCode(RightFlipperKey)) Then
RightFlipper.SolenoidOn
PlaySound "Flipper"
End If
' Another player starting?
If (KeyCode = GetKeyCode(StartGameKey)) Then
' must be less than max players and must be on the the very first ball of the game
If ((PlayersPlayingGame < constMaxPlayers) And (bOnTheFirstBall = TRUE)) Then
' free play or credits
If (bFreePlay = TRUE) Then
' add the extra player
PlayersPlayingGame = PlayersPlayingGame + 1
'AddDebugText "Extra Player (Free Play)" & PlayersPlayingGame
' Update the stats
nvTotalGamesPlayed = nvTotalGamesPlayed + 1
Else
If (nvCredits > 0) then
PlayersPlayingGame = PlayersPlayingGame + 1
'AddDebugText "Extra Player (Credits)" & PlayersPlayingGame
' update the stats
nvTotalGamesPlayed = nvTotalGamesPlayed + 1
nvCredits = nvCredits - 1
Else
' Not Enough Credits to start a game.
' Maybe Play a Sound or put "Insert Coin" on a display
End If
End If
End If
End If
End If ' If (fpTilted)
Else ' If (fpGameInPlay)
' there isn't a game in play (we are in the attract mode)
' wait for the start key to be pressed and start a new game
If (KeyCode = GetKeyCode(StartGameKey)) Then
' Free Play Mode ?
If (bFreePlay = TRUE) Then
' Yep. Only allow a game to Start if there are no balls on the playfield.
' This can happen if the player starts a game too quick after finishing the
' last game and the machine is ejecting any locked balls.
If (BallsOnPlayfield = 0) Then
' A Game is now in progress, reset the table for a new Game
ResetForNewGame()
End If
Else
' paying by credits, do we have any ?
If (nvCredits > 0) Then
' Yep. Only allow a game to start if there are no balls on the playfield
If (BallsOnPlayfield = 0) Then
' remove a credit
nvCredits = nvCredits - 1
' much the same as above
ResetForNewGame()
End If
Else
' Not Enough Credits to start a game.
' Maybe Play a Sound or put "Insert Coin" on a display
End If
End If
End If
End If ' If (fpGameInPlay)
End Sub
' The User Has Released A Key on the Keyboard..
'
Sub FuturePinball_KeyReleased(ByVal KeyCode)
'
' Process any keys which are valid at all times
'
' The Player has released the Plunger, Let it go..
If (KeyCode = GetKeyCode(PlungerKey)) Then
Plunger.LetGo
PlaySound "PlungerRelease"
End If
'
' Process The Next set of keys depeding of wether there is a game in progress or not
'
' Is A Game in Progress?
If (fpGameInPlay = TRUE) Then
' and not tilted
If (fpTilted = FALSE) Then
' The Left Flipper Key has been released, Turn Off the Left Flipper(s)
If (KeyCode = GetKeyCode(LeftFlipperKey)) Then
LeftFlipper.SolenoidOff
End If
' The Right Flipper Key has been released, Turn Off the Right Flipper(s)
If (KeyCode = GetKeyCode(RightFlipperKey)) Then
RightFlipper.SolenoidOff
End If
End If
End If
End Sub
' The User Has Paused The Game..
'
Sub FuturePinball_Paused()
End Sub
' The User Has UnPaused (Resumed) The Game..
'
Sub FuturePinball_UnPaused()
End Sub
' The Played has Nudged the Table a little too hard/much and a Warning
' must be given to the player
'
Sub FuturePinball_TiltWarning(ByVal Warnings)
'AddDebugText "Tilt Warning" & Warnings
' play a sound at this point and put something on a display
End Sub
' The Player has tilted the machine (Too Many Warnings)
'
Sub FuturePinball_Tilted()
'AddDebugText "**Tilted**"
' play a sound
PlaySound "Tilt"
' ensure that the flippers are down (as the keys won't work from now on)
LeftFlipper.SolenoidOff
RightFlipper.SolenoidOff
' you may wish to turn off any lights at this point. (The Light Sequencer
' will make this very easy)
' start the tilt recovery timer which waits until all balls have drained
' before doing the end of ball sequence (or end of game)
TiltRecoveryTimer.Interval = 2000
TiltRecoveryTimer.Enabled = TRUE
End Sub
' A Music Channel has finished Playing.
'
' Channel is set to the channel number that has finished.
'
Sub FuturePinball_MusicFinished(ByVal Channel)
End Sub
' High Score entry has been completed by the player.
'
' Position is set to the position in the high score table (1 - 4)
' if it is set to 0 then there was no new High Score
'
' Special is set to 1 if the Special High Score was beaten
'
Sub FuturePinball_NameEntryComplete(ByVal Position, ByVal Special)
' has the player beaten a high score
If (Position <> 0) Then
' maybe award something (like an extra credit) based on the high score position
End If
' has the player beaten the special score (if applicable)
If (Special <> 0) Then
End If
bEnteringAHighScore = FALSE
' check to see if there are any more players playing to the current game
EndOfBallComplete()
End Sub
' *********************************************************************
' ** **
' ** User Defined Script Events **
' ** **
' *********************************************************************
' Initialise the Table for a new Game
'
Sub ResetForNewGame()
Dim i
'AddDebugText "ResetForNewGame"
' get Future Pinball to zero out the nvScore (and nvSpecialScore) Variables
' aswell and ensure the camera is looking in the right direction.
' this also Sets the fpGameInPlay flag
BeginGame()
' increment the total number of games played
nvTotalGamesPlayed = nvTotalGamesPlayed + 1
' Start with player 1
CurrentPlayer = 1
' Single player (for now, more can be added in later)
PlayersPlayingGame = 1
' We are on the First Ball (for Player One)
bOnTheFirstBall = TRUE
' initialise all the variables which are used for the duration of the game
' (do all players incase any new ones start a game)
For i = 1 To constMaxPlayers
' Bonus Points for the current player
BonusPoints(i) = 0
' Initial Bonus Multiplier
BonusMultiplier(i) = 1
' Balls Per Game
BallsRemaining(i) = nvBallsPerGame
' Number of EB's out-standing
ExtraBallsAwards(i) = 0
Next
' initialise any other flags
bMultiBallMode = FALSE
' you may wish to start some music, play a sound, do whatever at this point
' set up the start delay to handle any Start of Game Attract Sequence
FirstBallDelayTimer.Interval = 500
FirstBallDelayTimer.Enabled = TRUE
End Sub
' This Timer is used to delay the start of a game to allow any attract sequence to
' complete. When it expires it creates a ball for the player to start playing with
'
Sub FirstBallDelayTimer_Expired()
' stop the timer
FirstBallDelayTimer.Enabled = FALSE
' reset the table for a new ball
ResetForNewPlayerBall()
' create a new ball in the shooters lane
CreateNewBall()
End Sub
' (Re-)Initialise the Table for a new ball (either a new ball after the player has
' lost one or we have moved onto the next player (if multiple are playing))
'
Sub ResetForNewPlayerBall()
' make sure the correct display is upto date
AddScore(0)
bonus=0
' set the current players bonus multiplier back down to 1X
SetBonusMultiplier(1)
' reset any drop targets, lights, game modes etc..
ShootAgainLight.State = 0
la1.state=0:la2.state=0:la3.state=0:la4.state=0
ld1.state=0:ld2.state=0:ld3.state=0:ld4.state=0
lc1.state=0:lc2.state=0:lc3.state=0:lc4.state=0
u1.state=0:u2.state=0:u3.state=0:u4.state=0
l16.state=0:l17.state=0:l18.state=0:l19.state=0
l20.state=0:l21.state=0:l41.state=0:l42.state=0
l43.state=0:l23.state=0:l40.state=0:l44.state=0
x2.state=0:x3.state=0:x4.state=0:x5.state=0:l22.state=0
b1.state=0:b2.state=0:b3.state=0:b4.state=0
b5.state=0:b6.state=0:b7.state=0:b8.state=0
b9.state=0:b10.state=0:b20.state=0:l45.state=0
' set the ball in play display
Dim BallInPlay
BallInPlay = nvBallsPerGame - BallsRemaining(CurrentPlayer) + 1
DispSegBallInPlay.SetValue(BallInPlay)
End Sub
' Create a new ball on the Playfield
'
Sub CreateNewBall()
' create a ball in the plunger lane kicker.
PlungerKicker.CreateBall
addTrackedBall(PlungerKicker)
' There is a (or another) ball on the playfield
BallsOnPlayfield = BallsOnPlayfield + 1
' kick it out..
PlungerKicker.SolenoidPulse
End Sub
' The Player has lost his ball (there are no more balls on the playfield).
' Handle any bonus points awarded
'
Sub EndOfBall()
Dim BonusDelayTime
'AddDebugText "EndOfBall"
' the first ball has been lost. From this point on no new players can join in
bOnTheFirstBall = FALSE
' only process any of this if the table is not tilted. (the tilt recovery
' mechanism will handle any extra balls or end of game)
If (fpTilted = FALSE) Then
'Dim AwardPoints
' add in any bonus points (multipled by the bunus multiplier)
AwardPoints = BonusPoints(CurrentPlayer) * BonusMultiplier(CurrentPlayer)
AddScore(AwardPoints)
'AddDebugText "Bonus Points = " & AwardPoints
' you may wish to do some sort of display effects which the bonus is
' being added to the players score
' add a bit of a delay to allow for the bonus points to be added up
BonusDelayTime = 1000
Else
' no bonus, so move to the next state quickly
BonusDelayTime = 20
End If
' start the end of ball timer which allows you to add a delay at this point
EndOfBallTimer.Interval = BonusDelayTime
EndOfBallTimer.Enabled = TRUE
End Sub
' The Timer which delays the machine to allow any bonus points to be added up
' has expired. Check to see if there are any extra balls for this player.
' if not, then check to see if this was the last ball (of the currentplayer)
'
Sub EndOfBallTimer_Expired()
' disable the timer
EndOfBallTimer.Enabled = FALSE
' have we finished counting down the bonus ?
If Bonus = 0 Then
' if were tilted, reset the internal tilted flag (this will also
' set fpTiltWarnings back to zero) which is useful if we are changing player LOL
fpTilted = FALSE
' has the player won an extra-ball ? (might be multiple outstanding)
If (ExtraBallsAwards(CurrentPlayer) <> 0) Then
'AddDebugText "Extra Ball"
' yep got to give it to them
ExtraBallsAwards(CurrentPlayer) = ExtraBallsAwards(CurrentPlayer) - 1
' if no more EB's then turn off any shoot again light
If (ExtraBallsAwards(CurrentPlayer) = 0) Then
ShootAgainLight.State = BulbOff
End If
' You may wish to do a bit of a song and dance at this point
' Create a new ball in the shooters lane
CreateNewBall()
Else ' no extra balls
BallsRemaining(CurrentPlayer) = BallsRemaining(CurrentPlayer) - 1
' was that the last ball ?
If (BallsRemaining(CurrentPlayer) <= 0) Then
'AddDebugText "No More Balls, High Score Entry"
' Submit the currentplayers score to the High Score system built into Future Pinball
' if they have gotten a high score then it will ask them for their initials. If not
' it will call the FuturePinball_NameEntryComplete right away
bEnteringAHighScore = TRUE
EnterHighScore(CurrentPlayer)
' you may wish to play some music at this point
Else
' not the last ball (for that player)
' if multiple players are playing then move onto the next one
EndOfBallComplete()
End If
End If
Else
' we are still counting down the bonus ?
If (Bonus > 0) Then
' minus one from the bonus strip (this also updates the lights)
IncrementBonus(-1)
End If
' add in any bonus points (multipled by the bunus multiplier)
'Dim AwardPoints
AwardPoints = 1000 * BonusMultiplier(CurrentPlayer)
AddScore(AwardPoints)
' play a sound
PlaySound "Bonus"
' set the timer to repeat, but quicker each time
If (EndOfBallTimer.Interval > 50) Then
EndOfBallTimer.Interval = EndOfBallTimer.Interval - 50
End If
EndOfBallTimer.Enabled = True
End If
End Sub
' This function is called when the end of bonus display
' (or high score entry finished) and it either end the game or
' move onto the next player (or the next ball of the same player)
'
Sub EndOfBallComplete()
Dim NextPlayer
'AddDebugText "EndOfBall - Complete"
' are there multiple players playing this game ?
If (PlayersPlayingGame > 1) Then
' then move to the next player
NextPlayer = CurrentPlayer + 1
' are we going from the last player back to the first
' (ie say from player 4 back to player 1)
If (NextPlayer > PlayersPlayingGame) Then
NextPlayer = 1
End If
Else
NextPlayer = CurrentPlayer
End If
'AddDebugText "Next Player = " & NextPlayer
' is it the end of the game ? (all balls been lost for all players)
If ((BallsRemaining(CurrentPlayer) <= 0) And (BallsRemaining(NextPlayer) <= 0)) Then
' you may wish to do some sort of Point Match free game award here
' generally only done when not in free play mode
' set the machine into game over mode
EndOfGame()
' if not in free play mode
If (bFreePlay <> True) Then
Dim i
Dim RndMatch
Dim Last2Digits
' do the match feature. on older game this is quiet simple and
' just picks a single number and uses that..
RndMatch = int(Rnd(1) * 10) ' pick a number between 0 and 9
RndMatch = RndMatch * 10 ' convert it to 00 -> 90
' put it on the display
DispSegMatch.SetValue(RndMatch)
' have any of the got this value as the last 2 digits of their score
For i = 1 To PlayersPlayingGame
Last2Digits = nvScore(i) mod 100
' if they match then award a free credit
If (Last2Digits = RndMatch) Then
AwardFreeCredit(1)
End If
Next
End If
' you may wish to put a Game Over message on the
Else
' set the next player
CurrentPlayer = NextPlayer
' make sure the correct display is upto date
AddScore(0)
' reset the playfield for the new player (or new ball)
ResetForNewPlayerBall()
' and create a new ball
CreateNewBall()
End If
End Sub
Sub AwardFreeCredit(Credits)
' set the amount of games (credits) to award (accumlative)
AwardKnockerTimer.UserData = AwardKnockerTimer.UserData + Credits
' start the timer which awards the credit and fires the backbox knocker
If (AwardKnockerTimer.Enabled = False) Then
AwardKnockerTimer.Set True, 500
End If
End Sub
' the award kocker timer has expired, make a noise and award a credit
'
Sub AwardKnockerTimer_Expired()
' disable the timer
AwardKnockerTimer.Enabled = False
' increment the credits
nvCredits = nvCredits + 1
' player the knocker sound
PlaySound "Knocker"
' one less to award
AwardKnockerTimer.UserData = AwardKnockerTimer.UserData - 1
' if any more still outstanding then do it all again
If (AwardKnockerTimer.UserData > 0) Then
AwardKnockerTimer.Set True, 500
End If
End Sub
' This frunction is called at the End of the Game, it should reset all
' Drop targets, and eject any 'held' balls, start any attract sequences etc..
Sub EndOfGame()
'AddDebugText "End Of Game"
DispSeg1.ResetToZero
DispSeg2.ResetToZero
DispSeg3.ResetToZero
DispSeg4.ResetToZero
'dt
a1.solenoidpulse:a2.solenoidpulse:a3.solenoidpulse:a4.solenoidpulse
d1.solenoidpulse:d2.solenoidpulse:d3.solenoidpulse:d4.solenoidpulse
c1.solenoidpulse:c2.solenoidpulse:c3.solenoidpulse:c4.solenoidpulse
' let Future Pinball know that the game has finished.
' This also clear the fpGameInPlay flag.
EndGame()
' ensure that the flippers are down
LeftFlipper.SolenoidOff
RightFlipper.SolenoidOff
' turn off the reel bulbs
' set any lights for the attract mode
SetAllLightsForAttractMode()
' dt
La1.Set BulbBlink, "0001000100011111110101010101", 150
La2.Set BulbBlink, "0100010001111111101010101010", 150
La3.Set BulbBlink, "0010001111111111110101010101", 150
La4.Set BulbBlink, "0001111111111111101010101010", 150
Ld1.Set BulbBlink, "0001000100011111110101010101", 150
Ld2.Set BulbBlink, "0100010001111111101010101010", 150
Ld3.Set BulbBlink, "0010001111111111110101010101", 150
Ld4.Set BulbBlink, "0001111111111111101010101010", 150
Lc1.Set BulbBlink, "0001000100011111110101010101", 150
Lc2.Set BulbBlink, "0100010001111111101010101010", 150
Lc3.Set BulbBlink, "0010001111111111110101010101", 150
Lc4.Set BulbBlink, "0001111111111111101010101010", 150
' bonus
b1.Set BulbBlink, "100000100000", 75
b2.Set BulbBlink, "010000010000", 75
b3.Set BulbBlink, "001000001000", 75
b4.Set BulbBlink, "000100000100", 75
b5.Set BulbBlink, "000010000010", 75
b6.Set BulbBlink, "000001000001", 75
b7.Set BulbBlink, "100000100000", 75
b8.Set BulbBlink, "010000010000", 75
b9.Set BulbBlink, "001000001000", 75
b10.Set BulbBlink, "000100000100", 75
b20.Set BulbBlink, "000010000010", 75
' Outlane and Inlane Lights
L16.Set BulbBlink, "01010000", 100
L17.Set BulbBlink, "00000101", 100
L18.Set BulbBlink, "00000101", 100
L19.Set BulbBlink, "01010000", 100
L20.Set BulbBlink, "00000101", 100
L21.Set BulbBlink, "01010000", 100
' Bonus Multiplier Lights
x2.Set BulbBlink, "1000010", 150
x3.Set BulbBlink, "0100100", 150
x4.Set BulbBlink, "0100100", 150
x5.Set BulbBlink, "1000010", 150
' Top Rollover Lights
u1.Set BulbBlink, "10100000", 150
u2.Set BulbBlink, "00001010", 150
u3.Set BulbBlink, "10100000", 150
u4.Set BulbBlink, "00001010", 150
l41.Set BulbBlink, "1000010", 150
l42.Set BulbBlink, "0100100", 150
l43.Set BulbBlink, "0010001", 150
l22.Set BulbBlink, "10110010", 150
l44.Set BulbBlink, "01001101", 150
' you may wish to light any Game Over Light you may have
End Sub
' The tilt recovery timer waits for all the balls to drain before continuing on
' as per normal
'
Sub TiltRecoveryTimer_Expired()
' disable the timer
TiltRecoveryTimer.Enabled = FALSE
' if all the balls have been drained then..
If (BallsOnPlayfield = 0) Then
' do the normal end of ball thing (this dosn't give a bonus if the table is tilted)
EndOfBall()
Else
' else retry (checks again in another second)
TiltRecoveryTimer.Interval = 1000
TiltRecoveryTimer.Enabled = TRUE
End If
End Sub
' Set any lights for the Attract Mode.
'
Sub SetAllLightsForAttractMode()
ShootAgainLight.State = BulbBlink
End Sub
' *********************************************************************
' ** **
' ** Drain / Plunger Functions **
' ** **
' *********************************************************************
' lost a ball ;-( check to see how many balls are on the playfield.
' if only one then decrement the remaining count and test for End of game
' if more than 1 ball (multi-ball) then kill of the ball but don't create
' a new one
'
Sub Drain_Hit()
' Destroy the ball
Drain.DestroyBall
BallsOnPlayfield = BallsOnPlayfield - 1
' pretend to knock the ball into the ball storage mech
PlaySound "Drain"
' if there is a game in progress and
If (fpGameInPlay = TRUE) And (fpTilted = FALSE) Then
' is the ball saver active,
If (bBallSaverActive = TRUE) Then
' yep, create a new ball in the shooters lane
CreateNewBall()
' you may wish to put something on a display or play a sound at this point
Else
' cancel any multiball if on last ball (ie. lost all other balls)
'
If (BallsOnPlayfield = 1) Then
' and in a multi-ball??
If (bMultiBallMode = True) then
' not in multiball mode any more
bMultiBallMode = False
' you may wish to change any music over at this point and
' turn off any multiball specific lights
End If
End If
' was that the last ball on the playfield
If (BallsOnPlayfield = 0) Then
' handle the end of ball (change player, high score entry etc..)
EndOfBall()
End If
End If
End If
End Sub
' A ball is pressing down the trigger in the shooters lane
'
Sub PlungerLaneTrigger_Hit()
bBallInPlungerLane = TRUE
' remember last trigger hit by the ball
set LastSwitchHit = PlungerLaneTrigger
End Sub
' A Ball may of rolled into the Plunger Lane Kicker, if so then kick it
' back out again
'
Sub PlungerKicker_Hit()
PlungerKicker.SolenoidPulse
End Sub
' The Ball has rolled out of the Plunger Lane. Check to see if a ball saver machanisim
' is needed and if so fire it up.
'
Sub PlungerLaneGate_Hit()
' if there is a need for a ball saver, then start off a timer
' only start if it is currently not running, else it will reset the time period
If (constBallSaverTime <> 0) And (bBallSaverActive <> TRUE) Then
' and only if the last trigger hit was the plunger wire.
' (ball in the shooters lane)
If (LastSwitchHit.Name = "PlungerLaneTrigger") Then
' set our game flag
bBallSaverActive = TRUE
' start the timer
BallSaverTimer.Enabled = FALSE
BallSaverTimer.Interval = constBallSaverTime
BallSaverTimer.Enabled = TRUE
' if you have a ball saver light you might want to turn it on at this
' point (or make it flash)
End If
End If
End Sub
' The ball saver timer has expired. Turn it off and reset the game flag
'
Sub BallSaverTimer_Expired()
' stop the timer from repeating
BallSaverTimer.Enabled = FALSE
' clear the flag
bBallSaverActive = FALSE
' if you have a ball saver light then turn it off at this point
End Sub
' *********************************************************************
' ** **
' ** Supporting Score Functions **
' ** **
' *********************************************************************
Sub AddScore(points)
If (fpTilted = FALSE) Then
nvScore(CurrentPlayer) = nvScore(CurrentPlayer) + points
Select Case (CurrentPlayer)
Case 1: DispSeg1.AddValue(points)
Case 2: DispSeg2.AddValue(points)
Case 3: DispSeg3.AddValue(points)
Case 4: DispSeg4.AddValue(points)
End Select
End if
End Sub
'**************JACKPOT**************
Sub AddJackpot(points)
If (fpTilted = False) Then
If (bMultiBallMode = TRUE) Then
nvJackpot = nvJackpot + points
' you may wish to limit the jackpot to a upper limit, ie..
' If (nvJackpot >= 6000) Then
' nvJackpot = 6000
' End if
End if
End if
End Sub
' Will increment the Bonus Multiplier to the next level
'
Sub IncrementBonusMultiplier()
Dim NewBonusLevel
if (BonusMultiplier(CurrentPlayer) < constMaxMultiplier) then
' then set it the next next one and set the lights
NewBonusLevel = BonusMultiplier(CurrentPlayer) + 1
SetBonusMultiplier(NewBonusLevel)
End if
End Sub
'*************MULTIPLIER**************
Sub SetBonusMultiplier(Level)
' Set the multiplier to the specified level
BonusMultiplier(CurrentPlayer) = Level
' If the multiplier is 1 then turn off all the bonus lights
If (BonusMultiplier(CurrentPlayer) = 1) Then
x2.State = 0
x3.State = 0
x4.State = 0
x5.State = 0
Else
' there is a bonus, turn on all the lights upto the current level
If (BonusMultiplier(CurrentPlayer) >= 2) Then
x2.FlashForMs 1000, 100, BulbOn
End If
If (BonusMultiplier(CurrentPlayer) >= 3) Then
x3.FlashForMs 1000, 100, BulbOn
End If
If (BonusMultiplier(CurrentPlayer) >= 4) Then
x4.FlashForMs 1000, 100, BulbOn
End If
If (BonusMultiplier(CurrentPlayer) >= 5) Then
x5.FlashForMs 1000, 100, BulbOn
End If
End If
End Sub
'*********EXTRABALL**************
Sub AwardExtraBall()
ExtraBallsAwards(CurrentPlayer) = ExtraBallsAwards(CurrentPlayer) + 1
bExtraBallWonThisBall = TRUE
If (LightShootAgain.State = 0) Then
LightShootAgain.State = 1
End if
End Sub
'************BONUS***************
Sub IncrementBonus(Amount)
Dim Value
Bonus = Bonus + Amount
If (Bonus > 20) Then
Bonus = 20
l21.state=1
End If
If (Amount >= 0) Then
PlaySound ""
End If
b1.State = 0
b2.State = 0
b3.State = 0
b4.State = 0
b5.State = 0
b6.State = 0
b7.State = 0
b8.State = 0
b9.State = 0
b10.State = 0
b20.State = 0
Value = Bonus
If (Value >= 20) Then
b20.Set BulbBlink, "10", 150
Value = Value - 20
b1.Set BulbBlink, "100000100000", 75
b2.Set BulbBlink, "010000010000", 75
b3.Set BulbBlink, "001000001000", 75
b4.Set BulbBlink, "000100000100", 75
b5.Set BulbBlink, "000010000010", 75
b6.Set BulbBlink, "000001000001", 75
b7.Set BulbBlink, "100000100000", 75
b8.Set BulbBlink, "010000010000", 75
b9.Set BulbBlink, "001000001000", 75
b10.Set BulbBlink, "000100000100", 75
End If
If (Value >= 10) Then
b10.State = 1
Value = Value - 10
End If
if (Value >= 9) Then b9.State = 1 End If
if (Value >= 8) Then b8.State = 1 End If
if (Value >= 7) Then b7.State = 1 End If
if (Value >= 6) Then b6.State = 1 End If
if (Value >= 5) Then b5.State = 1 End If
if (Value >= 4) Then b4.State = 1 End If
if (Value >= 3) Then b3.State = 1 End If
if (Value >= 2) Then b2.State = 1 End If
if (Value >= 1) Then b1.State = 1 End If
End Sub
' *********************************************************************
' ** **
' ** Table Object Script Events **
' ** **
' *********************************************************************
' The Left Slingshot has been Hit, Add Some Points and Flash the Slingshot Lights
'
Sub LeftSlingshotRubber_Hit()
' add some points
AddScore(50)
' flash the lights around the slingshot
LeftSlingshotBulb1.FlashForMs 100, 50, BulbOff
LeftSlingshotBulb2.FlashForMs 100, 50, BulbOff
End Sub
' The Right Slingshot has been Hit, Add Some Points and Flash the Slingshot Lights
'
Sub RightSlingshotRubber_Hit()
' add some points
AddScore(50)
' flash the lights around the slingshot
RightSlingshotBulb1.FlashForMs 100, 50, BulbOff
RightSlingshotBulb2.FlashForMs 100, 50, BulbOff
End Sub
' The Left InLane trigger has been Hit
'
Sub LeftInLaneTrigger_Hit()
If (l17.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
' remember last trigger hit by the ball
set LastSwitchHit = LeftInLaneTrigger
End Sub
' The Right InLane trigger has been Hit
'
Sub RightInLaneTrigger_Hit()
If (l18.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
' remember last trigger hit by the ball
set LastSwitchHit = RightInLaneTrigger
End Sub
' The Left OutLane trigger has been Hit
'
Sub LeftOutLaneTrigger_Hit()
If (l16.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
' remember last trigger hit by the ball
set LastSwitchHit = LeftOutLaneTrigger
End Sub
' The Right OutLane trigger has been Hit
'
Sub RightOutLaneTrigger_Hit()
If (l19.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
' remember last trigger hit by the ball
set LastSwitchHit = RightOutLaneTrigger
End Sub
' *********************************
' ** **
' ** Top Rollover Triggers **
' ** **
' *********************************
Sub T1_Hit()
If (fpTilted = False) Then
' add some points
If (u1.State <> 0) Then
' add some points
AddScore(1000)
Else
AddScore(500)
End If
IncrementBonus(1)
If (u1.State = 0) Then
' turn on the rollover light
u1.State = 1
l16.state=1
' check to see if all the rollover lights are on
CheckTopRolloverLights()
End If
' Flash the GI bulbs in the Laneguides either side of the trigger
Bu1.FlashForMs 400, 200, Bu1.State
Bu2.FlashForMs 400, 200, Bu2.State
Bu3.FlashForMs 400, 200, Bu3.State
End If
' remember last trigger hit by the ball
set LastSwitchHit = T1
End Sub
Sub T2_Hit()
If (fpTilted = False) Then
' add some points
If (u2.State <> 0) Then
AddScore(1000)
Else
AddScore(500)
End If
IncrementBonus(1)
' turn on the rollover light
If (u2.State = 0) Then
' turn on the rollover light
u2.State = 1
l17.state=1
' check to see if all the rollover lights are on
CheckTopRolloverLights()
End If
' Flash the GI bulbs in the Laneguides either side of the trigger
Bu1.FlashForMs 400, 200, Bu1.State
Bu2.FlashForMs 400, 200, Bu2.State
Bu3.FlashForMs 400, 200, Bu3.State
End If
' remember last trigger hit by the ball
set LastSwitchHit = T2
End Sub
Sub T3_Hit()
If (fpTilted = False) Then
If (u3.State <> 0) Then
AddScore(1000)
Else
AddScore(500)
End If
IncrementBonus(1)
' turn on the rollover light
If (u3.State = 0) Then
' turn on the rollover light
u3.State = 1
l18.state=1
' check to see if all the rollover lights are on
CheckTopRolloverLights()
End If
' Flash the GI bulbs in the Laneguides either side of the trigger
Bu1.FlashForMs 400, 200, Bu1.State
Bu2.FlashForMs 400, 200, Bu2.State
Bu3.FlashForMs 400, 200, Bu3.State
End If
' remember last trigger hit by the ball
set LastSwitchHit = T3
End Sub
Sub T4_Hit()
If (fpTilted = False) Then
If (u4.State <> 0) Then
AddScore(1000)
Else
AddScore(500)
End If
IncrementBonus(1)
' turn on the rollover light
If (u4.State = 0) Then
' turn on the rollover light
u4.State = 1
l19.state=1
' check to see if all the rollover lights are on
CheckTopRolloverLights()
End If
' Flash the GI bulbs in the Laneguides either side of the trigger
Bu1.FlashForMs 400, 200, Bu1.State
Bu2.FlashForMs 400, 200, Bu2.State
Bu3.FlashForMs 400, 200, Bu3.State
End If
' remember last trigger hit by the ball
set LastSwitchHit = T4
End Sub
Sub CheckTopRolloverLights()
If (u1.State <> 0) And (u2.State <> 0) And (u3.State <> 0) And (u4.State <> 0) Then
' increase the bonus level
IncrementBonusMultiplier()
' turn off the rollover lights
u1.State = 0
u2.State = 0
u3.State = 0
u4.State = 0
End If
End Sub
'************bumpers************
sub bumper1_hit()
addscore(1000)
end sub
sub bumper2_hit()
addscore(1000)
end sub
'****************KICKER********************
Sub Kicker1_Hit()
If fpTilted = True Then Exit Sub
Timer1.Set True,1000
if l44.state=1 then
AddScore (1000)
incrementbonus(3)
else
AddScore (1000)
end if
if l20.state=1 then
l20.state=0
nvCredits = nvCredits + 1
Playsound"knocker"
end if
if l21.state=1 then
timer2.set true,400
timer1.set false,1000
end if
End Sub
Sub Timer1_Expired()
Timer1.Set False
Kicker1.SolenoidPulse
End Sub
sub timer2_expired
l21.state=0
timer2.set false,3000
incrementbonus(-1)
AwardPoints = 1000 * BonusMultiplier(CurrentPlayer)
b20.Set Bulboff, "100000000000", 150
b10.Set Bulboff, "010000000000", 150
b9.Set Bulboff, "001000000000", 150
b8.Set Bulboff, "000100000000", 150
b7.Set Bulboff, "000010000000", 150
b6.Set Bulboff, "000001000000", 150
b5.Set Bulboff, "000000100000", 150
b4.Set Bulboff, "000000010000", 150
b3.Set Bulboff, "000000001000", 150
b2.Set Bulboff, "000000000100", 150
b1.Set Bulboff, "000000000010", 150
playsound"bonus"
bonus=0
Kicker1.SolenoidPulse
end sub
'*********triggers**************
Sub trigger5_hit
If (l41.State <> 0) Then
AddScore(10000)
Else
AddScore(100)
End If
l41.state=1
incrementbonus(1)
if l42.state=1 and l43.state=1 then
l22.state=1
End If
end sub
Sub trigger6_hit
If (l42.State <> 0) Then
AddScore(10000)
Else
AddScore(100)
End If
l42.state=1:l44.state=1
incrementbonus(1)
if l41.state=1 and l43.state=1 then
l22.state=1
End If
end sub
Sub trigger7_hit
If (l43.State <> 0) Then
AddScore(10000)
Else
AddScore(100)
End If
l43.state=1:l45.state=1
incrementbonus(1)
if l41.state=1 and l42.state=1 then
l22.state=1
End If
end sub
sub trigger9_hit
l23.state=1
addscore (50)
incrementbonus(1)
end sub
sub trigger10_hit
l40.state=1
addscore (50)
incrementbonus(1)
end sub
'*********spinner*********
Sub spinner1_hit
dim a
If (l45.State <> 0) Then
AddScore(10000)
Else
AddScore(100)
End If
incrementbonus(a)
if (a >=5) then
a=5
end if
end sub
' *********************************
' ** **
' ** target **
' ** **
' *********************************
Sub target1_Hit()
incrementbonus(1)
if l41.state=1 and l42.state=1 and l42.state=1 then
l22.state=1
End If
If (l22.State <> 0) Then
AwardExtraBall()
l22.state=0:ShootAgainLight.state=BulbOn
PlaySound "Bonus"
End If
End Sub
' *********************************
' ** **
' ** Drop Targets **
' ** **
' *********************************
Sub a1_Hit()
' if not tilted
If (fpTilted = False) Then
' if the light is on (or blinking)
If (La1.State <> 0) Then
' add some points
AddScore(5000)
Else
AddScore(500)
End If
' Advance Defender Bonus
IncrementBonus(1)
' turn on the light
La1.FlashForMs 1000, 100, BulbOn
' check to see if all of the drop targets are down.
CheckDropTargets()
End If
End Sub
Sub a2_Hit()
If (fpTilted = False) Then
If (La2.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
IncrementBonus(1)
La2.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
Sub a3_Hit()
If (fpTilted = False) Then
If (La3.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
IncrementBonus(1)
La3.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
Sub a4_Hit()
If (fpTilted = False) Then
If (La4.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
IncrementBonus(1)
La4.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
Sub d1_Hit()
If (fpTilted = False) Then
If (Ld1.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
' the four bank increments the alien bonus
IncrementBonus(1)
Ld1.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
Sub d2_Hit()
If (fpTilted = False) Then
If (Ld2.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
IncrementBonus(1)
Ld2.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
Sub d3_Hit()
If (fpTilted = False) Then
If (ld3.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
IncrementBonus(1)
ld3.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
Sub d4_Hit()
If (fpTilted = False) Then
If (Ld4.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
IncrementBonus(1)
Ld4.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
Sub c1_Hit()
If (fpTilted = False) Then
If (Lc1.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
' the four bank increments the alien bonus
IncrementBonus(1)
Lc1.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
Sub c2_Hit()
If (fpTilted = False) Then
If (Lc2.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
IncrementBonus(1)
Lc2.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
Sub c3_Hit()
If (fpTilted = False) Then
If (lc3.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
IncrementBonus(1)
lc3.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
Sub c4_Hit()
If (fpTilted = False) Then
If (Lc4.State <> 0) Then
AddScore(5000)
Else
AddScore(500)
End If
IncrementBonus(1)
Lc4.FlashForMs 1000, 100, BulbOn
CheckDropTargets()
End If
End Sub
' Check to see if all of the Three and Four Bank Drop Targets are down. If so
' then enable the next mode power up (Spawn, Invasion, Armada and Alien Bane)
'
Sub CheckDropTargets()
' if not tilted
If (fpTilted = False) Then
' are ALL the drop targets (both banks) down ?
If (a1.Dropped And a2.Dropped And a3.Dropped And a4.Dropped And _
d1.Dropped And d2.Dropped And d3.Dropped And d4.Dropped and _
c1.Dropped And c2.Dropped And c3.Dropped And c4.Dropped) Then
' for the next mode, blink the light so the player knows which one
' they are going for.. the flag will be false for the first mode
' we don't have
' if not in maximum mode then make the left star triggers cycle upwards
' reset the drop targets
ResetDropTargets()
End If
End If
End Sub
' Reset All of the Drop Targets. This uses a Timer to do one at a time
' so they reset in order.
'
Sub ResetDropTargets()
' set the .userdata field to 0 (id marker so we know which target to reset)
ResetDropTargetsTimer.UserData = 0
' start the reset timer (every 200ms)
ResetDropTargetsTimer.Set True, 200
End Sub
' Drop Tartet Reset Timers has expired.. Reset the next Drop Target..
'
Sub ResetDropTargetsTimer_Expired()
' disable the timer
ResetDropTargetsTimer.Enabled = False
l20.state=1
' depending on the userdata value for this timer, reset the drop targets
' one at a time
Select Case (ResetDropTargetsTimer.UserData)
' reset target 1
Case 0: a1.SolenoidPulse
' this can also be called at the end of the game.. we only
' want to reset the targets and not set any lights here
If (fpGameInPlay = True) Then
La1.State = 0
End If
' move to the next target
ResetDropTargetsTimer.UserData = 1
' re-enable the timer (uses the existing .TimerInterval)
ResetDropTargetsTimer.Enabled = True
' reset target 2
Case 1: a2.SolenoidPulse
If (fpGameInPlay = True) Then
La2.State = 0
End If
ResetDropTargetsTimer.UserData = 2
ResetDropTargetsTimer.Enabled = True
' reset target 3
Case 2: a3.SolenoidPulse
If (fpGameInPlay = True) Then
La3.State = 0
End If
ResetDropTargetsTimer.UserData = 3
ResetDropTargetsTimer.Enabled = True
' reset target 4
Case 3: a4.SolenoidPulse
If (fpGameInPlay = True) Then
La4.State = 0
End If
ResetDropTargetsTimer.UserData = 4
ResetDropTargetsTimer.Enabled = True
' reset target 5
Case 4: d1.SolenoidPulse
If (fpGameInPlay = True) Then
Ld1.State = 0
End If
ResetDropTargetsTimer.UserData = 5
ResetDropTargetsTimer.Enabled = True
' reset target 3
Case 5: d2.SolenoidPulse
If (fpGameInPlay = True) Then
Ld2.State = 0
End If
ResetDropTargetsTimer.UserData = 6
ResetDropTargetsTimer.Enabled = True
' reset target 3
Case 6: d3.SolenoidPulse
If (fpGameInPlay = True) Then
Ld3.State = 0
End If
ResetDropTargetsTimer.UserData = 7
ResetDropTargetsTimer.Enabled = True
Case 7: d4.SolenoidPulse
If (fpGameInPlay = True) Then
Ld4.State = 0
End If
ResetDropTargetsTimer.UserData = 8
ResetDropTargetsTimer.Enabled = True
Case 8: c1.SolenoidPulse
If (fpGameInPlay = True) Then
Lc1.State = 0
End If
ResetDropTargetsTimer.UserData = 9
ResetDropTargetsTimer.Enabled = True
' reset target 3
Case 9: c2.SolenoidPulse
If (fpGameInPlay = True) Then
Lc2.State = 0
End If
ResetDropTargetsTimer.UserData = 10
ResetDropTargetsTimer.Enabled = True
' reset target 3
Case 10: c3.SolenoidPulse
If (fpGameInPlay = True) Then
Lc3.State = 0
End If
ResetDropTargetsTimer.UserData = 11
ResetDropTargetsTimer.Enabled = True
Case 11: c4.SolenoidPulse
If (fpGameInPlay = True) Then
Lc4.State = 0
End If
ResetDropTargetsTimer.UserData = 12
ResetDropTargetsTimer.Enabled = True
End Select
End Sub |