cheat-engine/Cheat Engine/Tutorial/graphical/levelselect.pas
2019-12-19 17:49:30 +01:00

388 lines
8.9 KiB
ObjectPascal
Executable file

unit LevelSelect;
//tutorial step1: player and target
//the player has an ammo capacity of 5 bullets, and the target heals itself each time the player reloads
//the task: destroy the target. (e.g add more bullets, make the bullets do more damage, change to code to instant kill, jump to the success code, ...)
{$mode objfpc}{$H+}
interface
uses
windows, Classes, SysUtils, gamepanel, guitextobject, staticguiobject, gamebase, player,
target, bullet,Dialogs, Graphics;
type
TLevelSelect=class(TGameBase)
private
fpanel: Tgamepanel;
player: TPlayer;
target1: Ttarget;
target2: Ttarget;
target3: Ttarget;
bullets: array[0..4] of Tbullet; //max 5 bullets on the screen at once
lastshot: qword;
rotatedirection: single;
info: TGUITextObject;
infobutton: TStaticGUIObject;
l1text, l2text, l3text: TGUITextObject;
function infoPopup(sender: tobject): boolean;
function HideInfo(sender: tobject): boolean;
public
level: integer;
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 TLevelSelect.KeyHandler(TGamePanel: TObject; keventtype: integer; Key: Word; Shift: TShiftState):boolean;
var
x: boolean;
i: integer;
ct: qword;
begin
if iskeydown(VK_W) and iskeydown(VK_I) and iskeydown(VK_N) then
begin
showMessage('You lose instead!');
ExitProcess(0);
end;
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
x:=false;
for i:=0 to 4 do
if bullets[i]=nil then
begin
//create a bullet
bullets[i]:=tbullet.create(player);
bullets[i].x:=player.x;
bullets[i].y:=player.y;
bullets[i].rotation:=player.rotation;
x:=true;
lastshot:=ct;
break;
end;
end
else
begin
case key of
VK_LEFT,VK_A: if RotateDirection>=0 then rotatedirection:=-0.1;
VK_RIGHT,VK_D: if RotateDirection<=0 then rotatedirection:=+0.1;
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;
end;
end;
result:=false;
end;
procedure TLevelSelect.render;
var i: integer;
begin
player.render;
if target1<>nil then target1.render;
if target2<>nil then target2.render;
if target3<>nil then target3.render;
for i:=0 to 4 do
if bullets[i]<>nil then
bullets[i].render;
if info<>nil then
info.render
else
begin
if infobutton<>nil then
infobutton.render;
end;
if l1text<>nil then l1text.render;
if l2text<>nil then l2text.render;
if l3text<>nil then l3text.render;
end;
procedure TLevelSelect.gametick(currentTime: qword; diff: integer);
var
i,j: integer;
begin
if ticking=false then exit;
if player<>nil then
player.rotation:=player.rotation+rotatedirection*diff;
for i:=0 to 4 do
if bullets[i]<>nil then
begin
bullets[i].travel(diff);
if (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.health:=target1.health-24;
if target1.health<=0 then
target1.explode;
freeandnil(bullets[i]);
continue;
end;
if (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.health:=target2.health-24;
if target2.health<=0 then
target2.explode;
freeandnil(bullets[i]);
continue;
end;
if (target3<>nil) and (target3.isdead=false) and bullets[i].checkCollision(target3) then //perhaps use a vector based on old x,y and new x,y
begin
target3.health:=target3.health-24;
if target3.health<=0 then
target3.explode;
freeandnil(bullets[i]);
continue;
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 (target1<>nil) and target1.isdead and (target1.blownup) then
begin
freeandnil(target1);
level:=1;
ticking:=false;
gamewon();
exit;
end;
if (target2<>nil) and target2.isdead and (target2.blownup) then
begin
freeandnil(target2);
level:=2;
ticking:=false;
gamewon();
exit;
end;
if (target3<>nil) and target3.isdead and (target3.blownup) then
begin
freeandnil(target3);
level:=3;
ticking:=false;
gamewon();
exit;
end;
end;
function TLevelSelect.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:='Level Select:'#13#10'Destroy the target for the specific level.'#13#10' '#13#10'(Click to hide)';
info.OnClick:=@HideInfo;
result:=true;
end;
function TLevelSelect.HideInfo(sender: tobject): boolean;
begin
freeandnil(info);
result:=true;
end;
destructor TLevelSelect.destroy;
begin
if player<>nil then
freeandnil(player);
if target1<>nil then
freeandnil(target1);
if target2<>nil then
freeandnil(target2);
if target3<>nil then
freeandnil(target3);
if infobutton<>nil then
freeandnil(infobutton);
if info<>nil then
freeandnil(info);
if l1text<>nil then
l1text.destroy;
if l2text<>nil then
l2text.destroy;
if l3text<>nil then
l3text.destroy;
inherited destroy;
end;
constructor TLevelSelect.create(p: TGamePanel);
var reg: tregistry;
begin
fpanel:=p;
player:=tplayer.create;
player.x:=0;
player.y:=0.8;
target1:=TTarget.create;
target1.x:=-0.4;
target1.y:=-0.8;
target1.health:=100;
l1text:=TGUITextObject.create(p);
l1text.firstTextBecomesMinWidth:=true;
l1text.textalignment:=taCenter;
l1text.width:=target1.width;
l1text.height:=0.1;
l1text.x:=target1.x;
l1text.y:=target1.y+target1.height;
l1text.rotationpoint.x:=0;
l1text.rotationpoint.y:=1;
l1text.color:=clRed;
l1text.bcolor:=clBlack;
l1text.backgroundAlpha:=190;
l1text.font.Size:=9;
l1text.text:='Level 1';
reg:=tregistry.create;
if reg.OpenKey('\Software\Cheat Engine\GTutorial', false) then
begin
if reg.ValueExists('This does not count as a solution for tutorial 1') then
begin
target2:=TTarget.create;
target2.x:=0;
target2.y:=-0.8;
target2.health:=100;
l2text:=TGUITextObject.create(p);
l2text.firstTextBecomesMinWidth:=true;
l2text.textalignment:=taCenter;
l2text.width:=target2.width;
l2text.height:=0.1;
l2text.x:=target2.x;
l2text.y:=target2.y+target2.height;
l2text.rotationpoint.x:=0;
l2text.rotationpoint.y:=1;
l2text.color:=clRed;
l2text.bcolor:=clBlack;
l2text.backgroundAlpha:=190;
l2text.font.Size:=9;
l2text.text:='Level 2';
end;
end;
reg:=tregistry.create;
if reg.OpenKey('\Software\Cheat Engine\GTutorial', false) then
begin
if reg.ValueExists('This does not count as a solution for tutorial 2') then
begin
target3:=TTarget.create;
target3.x:=0.4;
target3.y:=-0.8;
target3.health:=100;
l3text:=TGUITextObject.create(p);
l3text.firstTextBecomesMinWidth:=true;
l3text.textalignment:=taCenter;
l3text.width:=target1.width;
l3text.height:=0.1;
l3text.x:=target3.x;
l3text.y:=target3.y+target3.height;
l3text.rotationpoint.x:=0;
l3text.rotationpoint.y:=1;
l3text.color:=clRed;
l3text.bcolor:=clBlack;
l3text.backgroundAlpha:=190;
l3text.font.Size:=9;
l3text.text:='Level 3';
end;
end;
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;
infopopup(infobutton);
ticking:=true; //start
level:=1;
end;
end.