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--The connet the dots spell game
print("Hi from connectthedots.lua")
--Minigame is held in self.dots, each dot is a table,
--dot[num] = {dot x, dot y, {
-- {armor_start_angle, armor_end_angle},
-- {armor_start_angle, armor_end_angle},
-- ...
--}, activated}
--And in self.lines, each line is held as
--line[num] = {{start x, start y},{end x, end y}}
Game.AddRegDot = nil
Game.dots = nil
Game.lines = nil
Game.Cast = function(spelltab,difficulty)
print("Cast with dificulty: " .. difficulty)
spelltab.Score = nil
--Create a dummy panel so that the mouse is trapped, untrap it when it right clicks
local scoreboard = vgui.Create("MBFrame")
if(!scoreboard) then return end
scoreboard:SetPos(0,0)
scoreboard:SetSize(0,0)
scoreboard:MakePopup()
spelltab.scoreboard = scoreboard
--Create the minigame
spelltab.dots = {}
spelltab.lines = {}
--Create the first dot in the middle of the screen
spelltab.dots[0] = {}
spelltab.dots[0][0] = ScrW()/2
spelltab.dots[0][1] = ScrH()/2
spelltab.dots[0][2] = {}
--Create the first line from the first dot
local fline = {}
fline[0] = {}
fline[1] = {}
fline[0][0] = ScrW()/2
fline[0][1] = ScrH()/2
fline[1][0] = ScrW()/2
fline[1][1] = ScrH()/2
spelltab.lines[0] = fline
--Add some dots!
spelltab:AddRegDot(spelltab)
spelltab:AddRegDot(spelltab)
spelltab:AddRegDot(spelltab)
end
Game.Draw = function(self)
if not input.IsKeyTrapping() then
input.StartKeyTrapping()
end
draw.DrawText( "Connect the dots by moveing you mouse!", "TargetID", ScrW() * 0.5, ScrH() * 0.25, Color( 255, 255, 255, 255 ), TEXT_ALIGN_CENTER )
for k,v in pairs(self.dots) do
local tcolor = Color(255,0,0,255)
if(v[3]) then
tcolor = Color(0,255,0,255)
end
surface.DrawCircle(v[0],v[1],10,tcolor)
--If our mouse is touching dot, add a line that connects that dot, and set the dot to "activated"
if(math.Distance(gui.MouseX(),gui.MouseY(),v[0],v[1]) < 10 and not v[3]) then
v[3] = true
local finishedline = self.lines[#self.lines]
finishedline[1][0] = v[0]
finishedline[1][1] = v[1]
--Create a new line
local newline = {}
newline[0] = {}
newline[1] = {}
newline[0][0] = v[0]
newline[0][1] = v[1]
newline[1][0] = v[0]
newline[1][1] = v[1]
self.lines[#self.lines+1]=newline
--Check the number of dots remaining, if there are none, we're done!
local done = true
for i,j in pairs(self.dots) do
if(not j[3]) then
done = false
break
end
end
if(done) then
self.Score = 100
self.scoreboard:Remove()
end
end
end
--Find the last line in the table
local lastl = self.lines[#self.lines]
--and set it's end to our mouse's position
lastl[1][0] = gui.MouseX()
lastl[1][1] = gui.MouseY()
for k,v in pairs(self.lines) do
if(v == lastl) then
surface.SetDrawColor(Color(255,0,0,255))
else
surface.SetDrawColor(Color(0,255,0,255))
end
surface.DrawLine(v[0][0],v[0][1],v[1][0],v[1][1])
end
--print("X:" .. gui.MouseX() .. " Y:" .. gui.MouseY())
if(input.IsMouseDown(MOUSE_RIGHT)) then
self.Score = 100
self.scoreboard:Remove()
end
end
--A basic dot, can be accessed from anywhere.
Game.AddRegDot = function(spelltab)
if(spelltab.dots == nil) then
print("After calling, self is")
PrintTable(spelltab)
print("We have no starting dots! help!")
return
end
--Find the most recently added dot
local fd = spelltab.dots[#spelltab.dots]
local armors = {}
for k,v in pairs(fd[2]) do
armors[k] = v
end
--Since armor can have multiple segments, pick all open segments, and find the surface area they occupy.
local totalsurface = 360
for k,v in pairs(armors) do
print("Found armor between " .. v[1] .. " and " .. v[2])
totalsurface = totalsurface - (v[1]-v[2])
end
print("Looks like there's " .. totalsurface .. " of avaliable angle!")
--Pick a number between 0 and totalsurface that represents how much un-armored space is before us
local position = math.random(totalsurface)
--Find the angles that we will add outselves between
for k,v in pairs(fd[2]) do
if(position > v[1]) then
position = position + v[2] - v[1]
end
end
print("Adding new dot at an angle of " .. position)
print("Adding a new dot after " .. fd[0] .. "," .. fd[1])
--Pick a random distance from this dot to the screen edge, and put a dot there, but at least 20 pixels
local rand = 0
local totop = fd[1] + 20
local toleft = fd[0] + 20
local tobot = ScrH() - totop - 40
local toright = ScrW() - toleft - 40
--If we're in the first quadrent
if(position > 0 and position <= 90) then
--pick a distnce between us and the closer edge
local closer = math.min(totop,toright)
print("Closer edge is " .. closer)
rand = math.random(20,closer)
elseif(position > 90 and position <= 180) then
local closer = math.min(totop,toleft)
print("Closer edge is " .. closer)
rand = math.random(20,closer)
elseif(position > 180 and position <= 270) then
local closer = math.min(toleft,tobot)
print("Closer edge is " .. closer)
rand = math.random(20,closer)
else
local closer = math.min(tobot,toright)
print("Closer edge is " .. closer)
rand = math.random(20,closer)
end
print("And at a distance of " .. rand)
local cosmul = math.cos(math.rad(position))
--Remember that screens are funny, with 0,0 in the UPPER left hand corner, this tricked me up for the longest time...
local sinmul = -math.sin(math.rad(position))
print("Cosine mul is " .. cosmul)
print("Sine mul is " .. sinmul)
local xpos = (cosmul*rand)+fd[0]
local ypos = (sinmul*rand)+fd[1]
print("I think I should add a dot at " .. xpos .. "," .. ypos)
local newdot = {}
newdot[0] = xpos
newdot[1] = ypos
newdot[2] = {}
spelltab.dots[#spelltab.dots + 1] = newdot
end
Game.AddDots = function(self)
print("Add dots function called!")
end
Game.InstantFail = function(self)
self.Score = 0
end
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