Galaxium III back to earth
From Hack Wars Wiki
Initialize
setViewportY(100); setViewportX(-50); if(isGlobalSet("loadscreen")==false){ setGlobal("loadscreen",true); } setGlobal("diecount",0); setGlobal("level",24); setGlobal("map",1); setGlobal("message1","What's this! Your own army is intercepting"); setGlobal("message2","you on your triumphant return to earth..."); setGlobal("message3","something isn't right!"); setGlobal("message4",""); setGlobal("asscount",0); setGlobal("maxx",1408); setGlobal("maxy",200); if(getGlobal("loadscreen")==true){ changeMap(1,4); } int y=200; int x=1000; int s=0; int i=0; //Create Wormhole. s=createSprite(22,26,0,128,0); setLocal(s,"animate",0); setLocal(s,"type","exit"); //Create Max Power's Ship. s=createSprite(8,2,1000,128,0); setGlobal("playerx",0); setGlobal("playery",200); setZRotation(s,90); createTimeStamp("animateship"); createTimeStamp("moveship"); createTimeStamp("shootrate"); setLocal(s,"anglecount",14); setLocal(s,"storeangle",14); setLocal(s,"animate",0); setLocal(s,"explode",0); setLocal(s,"type","player"); setLocal(s,"life",0); setGlobal("shiphealth",100); //CREATE THE EXIT STRATEGY. if(isGlobalSet("score")==false) setGlobal("score",0); if(isGlobalSet("ships")==false) setGlobal("ships",5); setGlobal("fade",1); setGlobal("fadecount",255); setGlobal("objective",0); //Create some land mines. i=0; int ii=0; x=0; y=0; //45 while(i<20){ if(i%4==0){ x=x+164; if(ii%2==0){ y=0; }else{ y=64; } ii=ii+1; }else{ y=y+32; } s=createSprite(18,1,x,y,1); int center=s; setOffscreenProcessing(s,false); setLocal(s,"frame",0); setLocal(s,"pulse",0); setLocal(s,"center",center); setLocal(s,"explode",0); setLocal(s,"health",20); setLocal(s,"type","headmine"); s=createSprite(18,1,x-32,y,1); setOffscreenProcessing(s,false); setFrame(s,7); setLocal(s,"frame",0); setLocal(s,"pulse",0); setLocal(s,"center",center); setLocal(s,"explode",0); setLocal(s,"type","mine"); setCollisionType(s,1); s=createSprite(18,1,x+32,y,1); setOffscreenProcessing(s,false); setFrame(s,7); setLocal(s,"frame",0); setLocal(s,"pulse",0); setLocal(s,"center",center); setLocal(s,"explode",0); setLocal(s,"type","mine"); setCollisionType(s,1); s=createSprite(18,1,x-32,y-32,1); setOffscreenProcessing(s,false); setFrame(s,7); setLocal(s,"frame",0); setLocal(s,"pulse",0); setLocal(s,"center",center); setLocal(s,"explode",0); setLocal(s,"type","mine"); setCollisionType(s,1); s=createSprite(18,1,x,y-32,1); setOffscreenProcessing(s,false); setFrame(s,7); setLocal(s,"frame",0); setLocal(s,"pulse",0); setLocal(s,"explode",0); setLocal(s,"center",center); setLocal(s,"type","mine"); setCollisionType(s,1); s=createSprite(18,1,x+32,y-32,1); setOffscreenProcessing(s,false); setFrame(s,7); setLocal(s,"frame",0); setLocal(s,"pulse",0); setLocal(s,"explode",0); setLocal(s,"center",center); setLocal(s,"type","mine"); setCollisionType(s,1); s=createSprite(18,1,x-32,y+32,1); setOffscreenProcessing(s,false); setFrame(s,7); setLocal(s,"frame",0); setLocal(s,"pulse",0); setLocal(s,"explode",0); setLocal(s,"center",center); setLocal(s,"type","mine"); setCollisionType(s,1); s=createSprite(18,1,x,y+32,1); setOffscreenProcessing(s,false); setFrame(s,7); setLocal(s,"explode",0); setLocal(s,"frame",0); setLocal(s,"pulse",0); setLocal(s,"center",center); setLocal(s,"type","mine"); setCollisionType(s,1); s=createSprite(18,1,x+32,y+32,1); setOffscreenProcessing(s,false);setFrame(s,7); setLocal(s,"frame",0); setLocal(s,"pulse",0); setLocal(s,"explode",0); setLocal(s,"center",center); setLocal(s,"type","mine"); setCollisionType(s,1); i=i+1; } x=0; i=0; while(i<4){ x=x+200; y=intValue(rand()*200); s=createSprite(8,10,x,y,0); setZRotation(s,90); setLocal(s,"anglecount",6); setLocal(s,"storeangle",6); setLocal(s,"animate",0); setLocal(s,"move",0); setLocal(s,"health",40); setLocal(s,"explode",0); setLocal(s,"type","enemy"); setLocal(s,"life",0); setLocal(s,"patrol",0); setLocal(s,"lastshoot",0); i=i+1; } s=createSprite(22,22,950,100,1); setLocal(s,"animate",0); setLocal(s,"type","exit"); setGlobal("max",s); |
Continue
int health = getGlobal("shiphealth"); int objective=getGlobal("objective"); int fade=getGlobal("fade"); int fadecount=getGlobal("fadecount"); int ships=getGlobal("ships"); int score=getGlobal("score"); int asscount=getGlobal("asscount"); setGlobal("asscount",asscount+1); if(asscount%20==0){ /* int y=intValue(rand()*200); int x=getViewportX()-300; int s=createSprite(12,20,x,y,1); setLocal(s,"type","asteroid"); setLocal(s,"explode",0); setLocal(s,"damaging",0); setLocal(s,"frames",0); setLocal(s,"show",0); setLocal(s,"health",10); setLocal(s,"direction",0); setLocal(s,"dealdamage",0);*/ int y=intValue(rand()*200); int x=getViewportX()-300; int s=createSprite(13,20,x,y,1); setWidth(s,(int)(rand()*15)+10); setHeight(s,(int)(rand()*15)+10); setRenderType(s,1); setLocal(s,"type","asteroid"); setLocal(s,"explode",0); setLocal(s,"damaging",0); setLocal(s,"frames",0); setLocal(s,"show",0); setLocal(s,"health",10); setLocal(s,"direction",0); setLocal(s,"dealdamage",0); } drawText("1: Return to Earth Through Wormhole.","courier",8,5,236,255,255,255,255); drawText("Health: "+health,"courier",10,5,15,255,255,255,255); drawText("Ships: "+ships,"courier",10,5,25,255,255,255,255); drawText(""+score,"courier",10,220,15,255,255,255,255); if(getGlobal("shiphealth")<=0&&fade==0){ int diecount=getGlobal("diecount"); setGlobal("diecount",diecount+1); if(diecount>100){ if(ships>1){ setGlobal("score",0); setGlobal("ships",ships-1); changeMap(1,24); }else{ drawText("Game Over","courier",15,98,120,255,255,255,255); } } } if(fade==1){ fadecount=fadecount-10; setGlobal("fadecount",fadecount); if(fadecount<0){ fadecount=0; setGlobal("fade",0); } fillRectangle(0,0,288,256,255,255,255,fadecount); }else if(fade==2){ fadecount=fadecount+10; setGlobal("fadecount",fadecount); if(fadecount>255){ fadecount=255; setGlobal("loadscreen",true); changeMap(0,0); } fillRectangle(0,0,288,256,255,255,255,fadecount); } |
