cheat-engine/Cheat Engine/Tutorial/graphical/gametutorial2.pas

588 lines
14 KiB
ObjectPascal

unit GameTutorial2;
{$mode objfpc}{$H+}
//step2:
//2 targets, that shoot at the player as well.
//targets and player share the same health decreasing code
interface
uses
windows, Classes, SysUtils, gamepanel, guitextobject, staticguiobject, gamebase,
target, bullet,Dialogs, Graphics, playerwithhealth, math;
type
TGame2=class(TGameBase)
private
fpanel: Tgamepanel;
player: TPlayerWithHealth;
target1,target2: TPlayerWithHealth;
bullets: array of Tbullet; //max 5 bullets on the screen at once
shotsfired: integer;
lastshot: qword;
rotatedirection: single;
usemegabombs: boolean;
speedup: boolean;
speed: single;
status: TGUITextObject;
info: TGUITextObject;
infobutton: TStaticGUIObject;
pausescreen: TGUITextObject;
pausebutton: TStaticGUIObject;
enemytext: TGUITextObject;
enemytextStartTime: qword;
gametime: qword;
function getNextBulletPos: integer;
function pauseclick(sender: tobject): boolean;
function infoPopup(sender: tobject): boolean;
function HideInfo(sender: tobject): boolean;
procedure spawnPlayer;
procedure spawnTarget1;
procedure spawnTarget2;
public
procedure SpawnEnemyText;
procedure gametick(currentTime: qword; diff: integer); override;
procedure render; override;
function KeyHandler(TGamePanel: TObject; keventtype: integer; Key: Word; Shift: TShiftState):boolean; override;
constructor create(p: TGamePanel);
destructor destroy; override;
end;
implementation
uses registry;
function TGame2.getNextBulletPos: integer;
var i: integer;
begin
for i:=0 to length(bullets)-1 do
if bullets[i]=nil then exit(i);
result:=length(bullets);
if result=0 then
setlength(bullets,8)
else
setlength(bullets,length(bullets)*2);
for i:=result to length(bullets)-1 do
bullets[i]:=nil;
end;
function TGame2.KeyHandler(TGamePanel: TObject; keventtype: integer; Key: Word; Shift: TShiftState):boolean;
var
x: boolean;
i: integer;
bulletpos: integer;
ct: qword;
begin
if iskeydown(VK_W) and iskeydown(VK_I) and iskeydown(VK_N) then
begin
usedcheats:=true;
target1.explode;
target2.explode;
exit;
end;
if iskeydown(VK_D) and iskeydown(VK_I) and iskeydown(VK_E) then
begin
rotatedirection:=0;
player.explode;
exit;
end;
if player.isdead then exit;
if keventtype=0 then
begin
ct:=GetTickCount64;
if key=vk_space then
begin
if ct<lastshot+100 then exit; //rate limit the amount of bullets
i:=getNextBulletPos;
//create a bullet
bullets[i]:=tbullet.create(player);
bullets[i].x:=player.x;
bullets[i].y:=player.y;
bullets[i].rotation:=player.rotation;
bullets[i].damage:=1;
lastshot:=ct;
//let the enemies shoot as well
//target the player pos
if target1<>nil then
target1.rotation:=((arctan2(player.y-target1.y, player.x-target1.x))*(180)/pi)+90;
if target2<>nil then
target2.rotation:=((arctan2(player.y-target2.y, player.x-target2.x))*(180)/pi)+90;
if target1<>nil then
begin
i:=getNextBulletPos;
bullets[i]:=tbullet.create(target1);
bullets[i].x:=target1.x;
bullets[i].y:=target1.y;
bullets[i].rotation:=target1.rotation;
bullets[i].damage:=2;
if usemegabombs then
begin
bullets[i].speed:=bullets[i].speed*0.4;
bullets[i].megabomb:=true;
bullets[i].damage:=player.Health+1;
end;
end;
if target2<>nil then
begin
i:=getNextBulletPos;
bullets[i]:=tbullet.create(target2);
bullets[i].x:=target2.x;
bullets[i].y:=target2.y;
bullets[i].rotation:=target2.rotation;
bullets[i].damage:=2;
if usemegabombs then
begin
bullets[i].speed:=bullets[i].speed*0.4;
bullets[i].megabomb:=true;
bullets[i].damage:=player.Health+1;
end;
end;
end
else
begin
case key of
VK_LEFT,VK_A: if RotateDirection>=0 then rotatedirection:=-0.1*(ifthen(ssShift in shift, 3,1));
VK_RIGHT,VK_D: if RotateDirection<=0 then rotatedirection:=+0.1*(ifthen(ssShift in shift, 3,1));
VK_UP, VK_W: speedup:=true;
VK_DOWN, VK_S: speedup:=false;
end;
end;
end
else
begin
case key of
VK_LEFT,VK_A: if RotateDirection<0 then rotatedirection:=0;
VK_RIGHT,VK_D: if RotateDirection>0 then rotatedirection:=0;
vk_UP,VK_W: speedup:=false;
vk_DOWN,VK_S: speedup:=false;
end;
end;
result:=false;
end;
procedure TGame2.render;
var i: integer;
begin
player.render;
if target1<>nil then
target1.render;
if target2<>nil then
target2.render;
for i:=0 to length(bullets)-1 do
if bullets[i]<>nil then
bullets[i].render;
if info<>nil then
info.render
else
begin
if infobutton<>nil then
infobutton.render;
end;
status.render;
pausebutton.render;
if pausescreen<>nil then
pausescreen.render;
if enemytext<>nil then
enemytext.render;
end;
procedure TGame2.gametick(currentTime: qword; diff: integer);
var i,j: integer;
megabombsecleft: integer;
begin
if ticking=false then exit;
if pausescreen<>nil then
exit;
inc(gametime,diff);
if player<>nil then
begin
if speedup then
begin
speed:=speed+0.0001;
if speed>0.003 then speed:=0.003;
end
else
begin
if speed>0 then
speed:=speed-0.0002;
if speed<0 then speed:=0;
end;
player.rotation:=player.rotation+rotatedirection*diff;
player.x:=player.x+(diff*speed)*sin(degtorad(player.rotation));
player.y:=player.y+(diff*speed)*-cos(degtorad(player.rotation));
if player.x>1 then player.x:=1;
if player.x<-1 then player.x:=-1;
if player.y>1 then player.y:=1;
if player.y<-1 then player.y:=-1;
end;
//adjust targets to point to player
//....
if target1<>nil then
target1.rotation:=((arctan2(player.y-target1.y, player.x-target1.x))*(180)/pi)+90;
if target2<>nil then
target2.rotation:=((arctan2(player.y-target2.y, player.x-target2.x))*(180)/pi)+90;
for i:=0 to length(bullets)-1 do
if bullets[i]<>nil then
begin
if bullets[i].megabomb then
begin
bullets[i].rotation:=((arctan2(player.y-bullets[i].y, player.x-bullets[i].x))*(180)/pi)+90;
bullets[i].speed:=bullets[i].speed+0.00001*(diff/100);
end;
bullets[i].travel(diff);
if bullets[i].checkCollision(player) then
begin
player.damage(bullets[i].damage);
if player.isdead then
begin
player.explode;
//remove all bullets
for j:=0 to length(bullets)-1 do
freeandnil(bullets[j]);
end;
status.text:=format('Player Health: '#13#10'%d',[player.health]);
if bullets[i]<>nil then
freeandnil(bullets[i]);
end;
//and yes, you can let them shoot eachother (except megabombs)
if (bullets[i]<>nil) and (bullets[i].megabomb=false) and (target1<>nil) and (target1.isdead=false) and bullets[i].checkCollision(target1) then //perhaps use a vector based on old x,y and new x,y
begin
target1.damage(bullets[i].damage);
if target1.isdead then
begin
target1.explode;
if (target2<>nil) and (target2.isdead=false) then
begin
spawnEnemyText;
target2.health:=min(target2.health+20, target2.MaxHealth); //just increase the level of assholerly a little bit more
end;
end;
freeandnil(bullets[i]);
end;
if (bullets[i]<>nil) and (bullets[i].megabomb=false) and (target2<>nil) and (target2.isdead=false) and bullets[i].checkCollision(target2) then //perhaps use a vector based on old x,y and new x,y
begin
target2.damage(bullets[i].damage);
if target2.isdead then
begin
target2.explode;
if (target1<>nil) and (target1.isdead=false) then
begin
spawnEnemyText;
target1.health:=min(target1.health+20, target1.MaxHealth);
end;
end;
freeandnil(bullets[i]);
end;
if (bullets[i]<>nil) and ((bullets[i].x>1) or (bullets[i].y>1) or (bullets[i].x<-1) or (bullets[i].y<-1)) then
begin
freeandnil(bullets[i]);
exit;
end;
end;
if enemytext<>nil then
begin
megabombsecleft:=ceil(integer((3000-(gametime-enemytextStartTime)))/1000);
enemytext.Text:='You will pay for this!'#13#10'Activating megabombs'#13#10''+inttostr(megabombsecleft);
if megabombsecleft<0 then
begin
if target1<>nil then
target1.enemycharged:=true;
if target2<>nil then
target2.enemycharged:=true;
usemegabombs:=true;
freeandnil(enemytext);
end;
end;
if (target1<>nil) and target1.isdead and (target1.blownup) then
freeandnil(target1);
if (target2<>nil) and target2.isdead and (target2.blownup) then
freeandnil(target2);
if (player<>nil) and player.isdead and (player.blownup) then
begin
//recreate the player
//game over, restart
usemegabombs:=false;
if target1<>nil then
target1.enemycharged:=false;
if target2<>nil then
target2.enemycharged:=false;
freeandnil(player);
spawnplayer;
if target1=nil then
spawnTarget1;
target1.health:=200;
if target2=nil then
spawnTarget2;
target2.health:=200;
status.text:=format('Player Health: '#13#10'%d',[player.health]);
end;
if (target1=nil) and (target2=nil) then
begin
ticking:=false;
showmessage('well done');
with tregistry.create do
begin
if OpenKey('\Software\Cheat Engine\GTutorial', true) then
WriteBool('This does not count as a solution for tutorial 2',True);
free;
end;
gamewon();
exit;
end;
end;
procedure TGame2.SpawnEnemyText;
begin
enemytext:=TGUITextObject.create(nil);
enemytext.firstTextBecomesMinWidth:=true;
enemytext.width:=0.8;
enemytext.height:=0.8;
enemytext.x:=0;
enemytext.y:=0;
enemytext.rotationpoint.x:=0;
enemytext.rotationpoint.y:=0;
enemytext.color:=clRED;
enemytext.bcolor:=clWhite;
enemytext.font.Size:=18;
enemytext.Text:='You will pay for this!'#13#10'Activating megabombs'#13#10''+inttostr(3);
enemytextStartTime:=gametime;
end;
function TGame2.pauseclick(sender: tobject): boolean;
begin
if pausescreen<>nil then
freeandnil(pausescreen)
else
begin
pausescreen:=TGUITextObject.create(fpanel);
pausescreen.firstTextBecomesMinWidth:=true;
pausescreen.width:=0.8;
pausescreen.height:=0.8;
pausescreen.x:=0;
pausescreen.y:=0;
pausescreen.rotationpoint.x:=0;
pausescreen.rotationpoint.y:=0;
pausescreen.color:=clRED;
pausescreen.bcolor:=clWhite;
pausescreen.font.Size:=18;
pausescreen.text:='!PAUSED!';
end;
result:=true;
end;
function TGame2.infoPopup(sender: tobject): boolean;
begin
if info<>nil then exit(false);
info:=TGUITextObject.create(fpanel);
info.firstTextBecomesMinWidth:=true;
info.width:=0.8;
info.height:=0.8;
info.x:=0;
info.y:=0;
info.rotationpoint.x:=0;
info.rotationpoint.y:=0;
info.color:=clBlack;
info.bcolor:=clWhite;
info.backgroundAlpha:=190;
info.font.Size:=9;
info.text:='Step 2:'#13#10+
'These two enemies have more health'#13#10+
'and do more damage to you than'#13#10+
'you do to them. Destroy them'#13#10+
' '#13#10+
'Tip/Warning: Enemy and player are related'#13#10+
' '#13#10'(Click to hide)';
info.OnClick:=@HideInfo;
result:=true;
end;
function TGame2.HideInfo(sender: tobject): boolean;
begin
freeandnil(info);
result:=true;
end;
procedure TGame2.spawnPlayer;
begin
player:=TPlayerWithHealth.create(false);
player.x:=0;
player.y:=0.8;
player.health:=100;
player.maxhealth:=100;
end;
procedure TGame2.spawnTarget1;
begin
target1:=TPlayerWithHealth.create(true);
target1.x:=0-target1.width-0.005;
target1.y:=-0.8;
target1.health:=200;
target1.maxhealth:=200;
target1.rotation:=180;
end;
procedure TGame2.spawnTarget2;
begin
target2:=TPlayerWithHealth.create(true);
target2.x:=target2.width+0.005;
target2.y:=-0.8;
target2.health:=200;
target2.maxhealth:=200;
target2.rotation:=180;
end;
destructor TGame2.destroy;
begin
if player<>nil then
freeandnil(player);
if target1<>nil then
freeandnil(target1);
if target2<>nil then
freeandnil(target2);
if status<>nil then
freeandnil(status);
if infobutton<>nil then
freeandnil(infobutton);
if info<>nil then
freeandnil(info);
inherited destroy;
end;
constructor TGame2.create(p: TGamePanel);
begin
fpanel:=p;
spawnPlayer;
spawnTarget1;
spawnTarget2;
status:=TGUITextObject.create;
status.firstTextBecomesMinWidth:=true;
status.font.Size:=78;
status.width:=0.4;
status.height:=0.3;
status.x:=1-status.width;
status.y:=1-status.height;
status.textalignment:=taCenter;
status.firstTextBecomesMinWidth:=true;
status.color:=clred;
status.bcolor:=clgreen;
status.text:='Player Health: '#13#10'100';
infobutton:=TStaticGUIObject.create(p,'infobutton.png',0.1,0.1);
infobutton.rotationpoint.y:=1; //so the bottom will be the y pos
infobutton.x:=-1;
infobutton.y:=1;
infobutton.OnClick:=@infopopup;
pausebutton:=TStaticGUIObject.create(p,'pausebutton.png',0.1,0.1);
pausebutton.rotationpoint.y:=1;
pausebutton.x:=-1+0.1;
pausebutton.y:=1;
pausebutton.OnClick:=@pauseclick;
infopopup(infobutton);
ticking:=true;
end;
end.