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- Option explicit
- Randomize
- On Error Resume Next
- ExecuteGlobal GetTextFile("controller.vbs")
- If Err Then MsgBox "You need the controller.vbs in order to run this table, available in the vp10 package"
- On Error Goto 0
- Const cGameName="countdwn",UseSolenoids=1,UseLamps=1,UseGI=0,SSolenoidOn="SolOn",SSolenoidOff="SolOff",SFlipperOn="fx_Flipperup",SFlipperOff="fx_Flipperdown"
- Const SCoin="coin",cCredits=""
- LoadVPM "01001100", "gts1.vbs", 3.02
- Dim DesktopMode: DesktopMode = Table1.ShowDT
- 'Solenoid Call backs
- '**********************************************************************************************************
- SolCallback(1)="bsTrough.SolOut"
- SolCallback(2)="VpmSolSound SoundFX(""knock"",DOFKnocker),"
- SolCallback(3)="VpmSolSound SoundFX(""10"",DOFChimes),"
- SolCallback(4)="VpmSolSound SoundFX(""100"",DOFChimes),"
- SolCallback(5)="VpmSolSound SoundFX(""1000"",DOFChimes),"
- SolCallback(6)="bsSaucer1.SolOut"
- SolCallback(7)="dtGDrop.SolDropUp" 'Green Drop Target Reset
- SolCallback(8)="dtRDrop.SolDropUp" 'Red Drop Target Reset
- 'SolCallback(sLLFlipper)="vpmSolFlipper LeftFlipper,LeftFlipper1,"
- 'SolCallback(sLRFlipper)="vpmSolFlipper RightFlipper,RightFlipper1,"
- '**********************************************************************************************************
- SolCallback(sLRFlipper) = "SolRFlipper"
- SolCallback(sLLFlipper) = "SolLFlipper"
- Sub SolLFlipper(Enabled)
- If Enabled Then
- PlaySound SoundFX("FlipperUp",DOFFlippers):LeftFlipper.RotateToEnd:LeftFlipper1.RotateToEnd
- Else
- PlaySound SoundFX("FlipperDown",DOFFlippers):LeftFlipper.RotateToStart:LeftFlipper1.RotateToStart
- End If
- End Sub
- Sub SolRFlipper(Enabled)
- If Enabled Then
- PlaySound SoundFX("FlipperUp",DOFFlippers):RightFlipper.RotateToEnd:RightFlipper1.RotateToEnd
- Else
- PlaySound SoundFX("FlipperDown",DOFFlippers):RightFlipper.RotateToStart:RightFlipper1.RotateToStart
- End If
- End Sub
- 'Primitive Flipper
- '**********************************************************************************************************
- sub flippertimer_timer()
- LFlip.RotY = LeftFlipper.CurrentAngle
- RFlip.RotY = RightFlipper.CurrentAngle
- LFlip1.ObjRotZ = LeftFlipper1.CurrentAngle-90
- RFlip1.ObjRotZ = RightFlipper1.CurrentAngle+90
- end sub
- '**********************************************************************************************************
- 'Initiate Table
- '**********************************************************************************************************
- Dim bsTrough,dtRDrop,dtGDrop,dtYDrop,dtBDrop,bsSaucer1
- Sub Table1_Init
- vpmInit Me
- On Error Resume Next
- With Controller
- .GameName = cGameName
- If Err Then MsgBox "Can't start Game" & cGameName & vbNewLine & Err.Description : Exit Sub
- .SplashInfoLine = "Countdown (Gottlieb)"&chr(13)&"You Suck"
- .HandleMechanics=0
- .HandleKeyboard=0
- .ShowDMDOnly=1
- .ShowFrame=0
- .ShowTitle=0
- .Hidden = 1
- If Err Then MsgBox Err.Description
- End With
- On Error Goto 0
- Controller.SolMask(0)=0
- vpmTimer.AddTimer 2000,"Controller.SolMask(0)=&Hffffffff'" 'ignore all solenoids - then add the timer to renable all the solenoids after 2 seconds
- Controller.Run
- If Err Then MsgBox Err.Description
- On Error Goto 0
- PinMAMETimer.Interval=PinMAMEInterval
- PinMAMETimer.Enabled=1
- vpmNudge.TiltSwitch = 4
- vpmNudge.Sensitivity = 5
- vpmNudge.TiltObj = Array(Bumper1,RightSlingshot,LeftSlingshot)
- Set bsTrough = New cvpmBallStack
- bsTrough.initnotrough BallExit, 66, 55, 6
- bsTrough.InitExitSnd SoundFX("ballrelease",DOFContactors),SoundFX("solenoid",DOFContactors)
- Set bsSaucer1=New cvpmBallstack
- bsSaucer1.InitSaucer TopHole,41,235,6
- bsSaucer1.InitExitSnd SoundFX("Popper",DOFContactors),SoundFX("Solenoid",DOFContactors)
- Set dtRDrop=New cvpmDropTarget'
- dtRDrop.InitDrop Array(sw20,sw21,sw23,sw24),Array(20,21,23,24)
- dtRDrop.InitSnd SoundFX("DTDrop",DOFDropTargets), SoundFX("DTReset",DOFContactors)
- Set dtGDrop=New cvpmDropTarget'
- dtGDrop.InitDrop Array(sw30,sw31,sw33,sw34),Array(30,31,33,34)
- dtGDrop.InitSnd SoundFX("DTDrop",DOFDropTargets), SoundFX("DTReset",DOFContactors)
- Set dtYDrop=New cvpmDropTarget'
- dtYDrop.InitDrop Array(sw60,sw61,sw63,sw64),Array(60,61,63,64)
- dtYDrop.InitSnd SoundFX("DTDrop",DOFDropTargets), SoundFX("DTReset",DOFContactors)
- Set dtBDrop=New cvpmDropTarget'
- dtBDrop.InitDrop Array(sw70,sw71,sw73,sw74),Array(70,71,73,74)
- dtBDrop.InitSnd SoundFX("DTDrop",DOFDropTargets), SoundFX("DTReset",DOFContactors)
- End Sub
- 'Plunger code
- '**********************************************************************************************************
- Sub Table1_KeyDown(ByVal keycode)
- If vpmKeyDown(KeyCode) Then Exit Sub
- If keycode=PlungerKey Then Plunger.Pullback:playsound"plungerpull"
- End Sub
- Sub Table1_KeyUp(ByVal keycode)
- If vpmKeyUp(KeyCode) Then Exit Sub
- If keycode=PlungerKey Then Plunger.Fire:playsound"plunger"
- End Sub
- '**********************************************************************************************************
- 'table switches and triggers
- '**********************************************************************************************************
- Sub Drain_Hit:playsound"drain":bsTrough.addball me:End Sub
- Sub TopHole_Hit():bsSaucer1.Addball 0:End Sub
- 'Bumpers
- Sub Bumper1_Hit:vpmTimer.PulseSw 11 : playsound SoundFXDOF("fx_bumper1",104,DOFPulse,DOFContactors)
- : B1L1.State = 1:B1L2. State = 1 : Me.TimerEnabled = 1 : End Sub
- Sub Bumper1_Timer : B1L1.State = 0:B1L2. State = 0 : Me.Timerenabled = 0 : End Sub
- 'Upper Wire Triggers
- Sub sw43_Hit():Controller.Switch(43)=1 : playsound"rollover": End Sub
- Sub sw43_UnHit:Controller.Switch(43)=0:End Sub
- Sub sw44_Hit():Controller.Switch(44)=1 : playsound"rollover": End Sub
- Sub sw44_UnHit:Controller.Switch(44)=0:End Sub
- 'Star Triggers
- Sub sw40_Hit():Controller.Switch(40)=1 : playsound"rollover": End Sub
- Sub sw40_UnHit:Controller.Switch(40)=0:End Sub
- Sub sw50_Hit():Controller.Switch(50)=1 : playsound"rollover": End Sub
- Sub sw50_UnHit:Controller.Switch(50)=0:End Sub
- 'Drop Targets
- Sub Sw20_Hit: dtRDrop.Hit 1: End Sub
- Sub Sw21_Hit: dtRDrop.Hit 2: End Sub
- Sub Sw23_Hit: dtRDrop.Hit 3: End Sub
- Sub Sw24_Hit: dtRDrop.Hit 4: End Sub
- Sub Sw30_Hit: dtGDrop.Hit 1: End Sub
- Sub Sw31_Hit: dtGDrop.Hit 2: End Sub
- Sub Sw33_Hit: dtGDrop.Hit 3: End Sub
- Sub Sw34_Hit: dtGDrop.Hit 4: End Sub
- Sub Sw60_Hit: dtYDrop.Hit 1: End Sub
- Sub Sw61_Hit: dtYDrop.Hit 2: End Sub
- Sub Sw63_Hit: dtYDrop.Hit 3: End Sub
- Sub Sw64_Hit: dtYDrop.Hit 4: End Sub
- Sub Sw70_Hit: dtBDrop.Hit 1: End Sub
- Sub Sw71_Hit: dtBDrop.Hit 2: End Sub
- Sub Sw73_Hit: dtBDrop.Hit 3: End Sub
- Sub Sw74_Hit: dtBDrop.Hit 4: End Sub
- 'Non Primitive Slingshots
- Sub sw53_1_Slingshot():vpmtimer.pulsesw 53: playsound"slingshot": End Sub
- Sub sw53_2_Slingshot():vpmtimer.pulsesw 53: playsound"slingshot": End Sub
- Sub sw53_3_Slingshot():vpmtimer.pulsesw 53: playsound"slingshot": End Sub
- Sub sw53_4_Slingshot():vpmtimer.pulsesw 53: playsound"slingshot": End Sub
- Sub sw53_5_Slingshot():vpmtimer.pulsesw 53: playsound"slingshot": End Sub
- Sub sw53_6_Slingshot():vpmtimer.pulsesw 53: playsound"slingshot": End Sub
- Sub sw53_7_Slingshot():vpmtimer.pulsesw 53: playsound"slingshot": End Sub
- Sub sw53_8_Slingshot():vpmtimer.pulsesw 53: playsound"slingshot": End Sub
- 'Lower trigger Wires
- Sub sw10_Hit():Controller.Switch(10)=1 : playsound"rollover": End Sub
- Sub sw10_UnHit():Controller.Switch(10)=0:End Sub
- Sub sw11_Hit():Controller.Switch(11)=1 : playsound"rollover":DOF 103, DOFOn:End Sub
- Sub sw11_UnHit():Controller.Switch(11)=0:DOF 103, DOFOff:End Sub
- Sub sw13_Hit():Controller.Switch(13)=1 : playsound"rollover": End Sub
- Sub sw13_UnHit():Controller.Switch(13)=0:End Sub
- Sub sw14_Hit():Controller.Switch(14)=1 : playsound"rollover": End Sub
- Sub sw14_UnHit():Controller.Switch(14)=0:End Sub
- '**********************************************************************************************************
- 'Map lights to an array
- '**********************************************************************************************************
- 'Set Lights(1)=L1
- 'Set Lights(2)=L2
- 'Set Lights(3)=L3
- Set Lights(4)=L4
- Set Lights(5)=L5
- Set Lights(6)=L6
- Set Lights(7)=L7
- Set Lights(8)=L8
- Set Lights(9)=L9
- Set Lights(10)=L10
- Set Lights(11)=L11
- Set Lights(12)=L12
- Set Lights(13)=L13
- Set Lights(14)=L14
- Set Lights(15)=L15
- Set Lights(16)=L16
- Set Lights(17)=L17
- Set Lights(18)=L18
- Set Lights(19)=L19
- Set Lights(20)=L20
- Set Lights(21)=L21
- Set Lights(22)=L22
- Set Lights(23)=L23
- Set Lights(24)=L24
- Set Lights(25)=L25
- Set Lights(26)=L26
- Set Lights(27)=L27
- Set Lights(28)=L28
- Set Lights(29)=L29
- Set Lights(30)=L30
- Set Lights(31)=L31
- Set Lights(32)=L32
- Set Lights(33)=L33
- 'Set Lights(34)= 'Not used
- Set Lights(35)=L35
- Set Lights(36)=L36
- '**********************************************************************************************************
- 'Drop Targets reset by lamps
- Dim N1,O1,N2,O2
- N1=0:O1=0:N2=0:O2=0
- Set LampCallback=GetRef("UpdateMultipleLamps")
- Sub UpdateMultipleLamps
- N1=Controller.Lamp(17) 'Yellow Drop Target Reset
- N2=Controller.Lamp(18) 'Blue Drop Target Reset
- If N1<>O1 Then
- If N1 Then
- dtYDrop.DropSol_On
- End If
- O1=N1
- End If
- If N2<>O2 Then
- If N2 Then
- dtBDrop.DropSol_On
- End If
- O2=N2
- End If
- End Sub
- '**********************************************************************************************************
- '**********************************************************************************************************
- Dim Digits(32)
- Digits(0)=Array(a00,a01,a02,a03,a04,a05,a06,n,a08)
- Digits(1)=Array(a10,a11,a12,a13,a14,a15,a16,n,a18)
- Digits(2)=Array(a20,a21,a22,a23,a24,a25,a26,n,a28)
- Digits(3)=Array(a30,a31,a32,a33,a34,a35,a36,n,a38)
- Digits(4)=Array(a40,a41,a42,a43,a44,a45,a46,n,a48)
- Digits(5)=Array(a50,a51,a52,a53,a54,a55,a56,n,a58)
- Digits(6)=Array(b00,b01,b02,b03,b04,b05,b06,n,b08)
- Digits(7)=Array(b10,b11,b12,b13,b14,b15,b16,n,b18)
- Digits(8)=Array(b20,b21,b22,b23,b24,b25,b26,n,b28)
- Digits(9)=Array(b30,b31,b32,b33,b34,b35,b36,n,b38)
- Digits(10)=Array(b40,b41,b42,b43,b44,b45,b46,n,b48)
- Digits(11)=Array(b50,b51,b52,b53,b54,b55,b56,n,b58)
- Digits(12)=Array(c00,c01,c02,c03,c04,c05,c06,n,c08)
- Digits(13)=Array(c10,c11,c12,c13,c14,c15,c16,n,c18)
- Digits(14)=Array(c20,c21,c22,c23,c24,c25,c26,n,c28)
- Digits(15)=Array(c30,c31,c32,c33,c34,c35,c36,n,c38)
- Digits(16)=Array(c40,c41,c42,c43,c44,c45,c46,n,c48)
- Digits(17)=Array(c50,c51,c52,c53,c54,c55,c56,n,c58)
- Digits(18)=Array(d00,d01,d02,d03,d04,d05,d06,n,d08)
- Digits(19)=Array(d10,d11,d12,d13,d14,d15,d16,n,d18)
- Digits(20)=Array(d20,d21,d22,d23,d24,d25,d26,n,d28)
- Digits(21)=Array(d30,d31,d32,d33,d34,d35,d36,n,d38)
- Digits(22)=Array(d40,d41,d42,d43,d44,d45,d46,n,d48)
- Digits(23)=Array(d50,d51,d52,d53,d54,d55,d56,n,d58)
- Digits(26)=Array(e00,e01,e02,e03,e04,e05,e06,n,e08)
- Digits(27)=Array(e10,e11,e12,e13,e14,e15,e16,n,e18)
- Digits(24)=Array(f00,f01,f02,f03,f04,f05,f06,n,f08)
- Digits(25)=Array(f10,f11,f12,f13,f14,f15,f16,n,f18)
- Sub DisplayTimer_Timer
- Dim ChgLED,ii,num,chg,stat,obj
- ChgLed = Controller.ChangedLEDs(&Hffffffff, &Hffffffff)
- If Not IsEmpty(ChgLED) Then
- If DesktopMode = True Then
- For ii = 0 To UBound(chgLED)
- num = chgLED(ii, 0) : chg = chgLED(ii, 1) : stat = chgLED(ii, 2)
- if (num < 32) then
- For Each obj In Digits(num)
- If chg And 1 Then obj.State = stat And 1
- chg = chg\2 : stat = stat\2
- Next
- else
- 'if char(stat) > "" then msg(num) = char(stat)
- end if
- next
- end if
- end if
- End Sub
- '**********************************************************************************************************
- 'Gottlieb System 1
- 'added by Inkochnito
- Sub editDips
- Dim vpmDips : Set vpmDips = New cvpmDips
- With vpmDips
- .AddForm 700,400,"System 1 - DIP switches"
- .AddFrame 205,0,190,"Maximum credits",&H00030000,Array("5 credits",0,"8 credits",&H00020000,"10 credits",&H00010000,"15 credits",&H00030000)'dip 17&18
- .AddFrame 0,0,190,"Coin chute control",&H00040000,Array("seperate",0,"same",&H00040000)'dip 19
- .AddFrame 0,46,190,"Game mode",&H00000400,Array("extra ball",0,"replay",&H00000400)'dip 11
- .AddFrame 0,92,190,"High game to date awards",&H00200000,Array("no award",0,"3 replays",&H00200000)'dip 22
- .AddFrame 0,138,190,"Balls per game",&H00000100,Array("5 balls",0,"3 balls",&H00000100)'dip 9
- .AddFrame 0,184,190,"Tilt effect",&H00000800,Array("game over",0,"ball in play only",&H00000800)'dip 12
- .AddChk 205,80,190,Array("Match feature",&H00000200)'dip 10
- .AddChk 205,95,190,Array("Credits displayed",&H00001000)'dip 13
- .AddChk 205,110,190,Array("Play credit button tune",&H00002000)'dip 14
- .AddChk 205,125,190,Array("Play tones when scoring",&H00080000)'dip 20
- .AddChk 205,140,190,Array("Play coin switch tune",&H00400000)'dip 23
- .AddChk 205,155,190,Array("High game to date displayed",&H00100000)'dip 21
- .AddLabel 50,240,300,20,"After hitting OK, press F3 to reset game with new settings."
- .ViewDips
- End With
- End Sub
- Set vpmShowDips = GetRef("editDips")
- '****************************************************************************
- '**********************************************************************************************************
- '**********************************************************************************************************
- '*****GI Lights On
- dim xx
- For each xx in GI:xx.State = 1: Next
- '**********Sling Shot Animations
- ' Rstep and Lstep are the variables that increment the animation
- '****************
- Dim RStep, Lstep
- Sub RightSlingShot_Slingshot
- vpmtimer.pulsesw 53
- PlaySound SoundFXDOF("right_slingshot",102,DOFPulse,DOFContactors), 0, 1, 0.05, 0.05
- RSling.Visible = 0
- RSling1.Visible = 1
- sling1.TransZ = -20
- RStep = 0
- RightSlingShot.TimerEnabled = 1
- End Sub
- Sub RightSlingShot_Timer
- Select Case RStep
- Case 3:RSLing1.Visible = 0:RSLing2.Visible = 1:sling1.TransZ = -10
- Case 4:RSLing2.Visible = 0:RSLing.Visible = 1:sling1.TransZ = 0:RightSlingShot.TimerEnabled = 0:
- End Select
- RStep = RStep + 1
- End Sub
- Sub LeftSlingShot_Slingshot
- vpmtimer.pulsesw 53
- PlaySound SoundFXDOF("left_slingshot",101,DOFPulse,DOFContactors),0,1,-0.05,0.05
- LSling.Visible = 0
- LSling1.Visible = 1
- sling2.TransZ = -20
- LStep = 0
- LeftSlingShot.TimerEnabled = 1
- End Sub
- Sub LeftSlingShot_Timer
- Select Case LStep
- Case 3:LSLing1.Visible = 0:LSLing2.Visible = 1:sling2.TransZ = -10
- Case 4:LSLing2.Visible = 0:LSLing.Visible = 1:sling2.TransZ = 0:LeftSlingShot.TimerEnabled = 0:
- End Select
- LStep = LStep + 1
- End Sub
- ' *********************************************************************
- ' Supporting Ball & Sound Functions
- ' *********************************************************************
- Function Vol(ball) ' Calculates the Volume of the sound based on the ball speed
- Vol = Csng(BallVel(ball) ^2 / 2000)
- End Function
- Function Pan(ball) ' Calculates the pan for a ball based on the X position on the table. "table1" is the name of the table
- Dim tmp
- tmp = ball.x * 2 / table1.width-1
- If tmp > 0 Then
- Pan = Csng(tmp ^10)
- Else
- Pan = Csng(-((- tmp) ^10) )
- End If
- End Function
- Function Pitch(ball) ' Calculates the pitch of the sound based on the ball speed
- Pitch = BallVel(ball) * 20
- End Function
- Function BallVel(ball) 'Calculates the ball speed
- BallVel = INT(SQR((ball.VelX ^2) + (ball.VelY ^2) ) )
- End Function
- '*****************************************
- ' JP's VP10 Rolling Sounds
- '*****************************************
- Const tnob = 5 ' total number of balls
- ReDim rolling(tnob)
- InitRolling
- Sub InitRolling
- Dim i
- For i = 0 to tnob
- rolling(i) = False
- Next
- End Sub
- Sub RollingTimer_Timer()
- Dim BOT, b
- BOT = GetBalls
- ' stop the sound of deleted balls
- For b = UBound(BOT) + 1 to tnob
- rolling(b) = False
- StopSound("fx_ballrolling" & b)
- Next
- ' exit the sub if no balls on the table
- If UBound(BOT) = -1 Then Exit Sub
- ' play the rolling sound for each ball
- For b = 0 to UBound(BOT)
- If BallVel(BOT(b) ) > 1 AND BOT(b).z < 30 Then
- rolling(b) = True
- PlaySound("fx_ballrolling" & b), -1, Vol(BOT(b) ), Pan(BOT(b) ), 0, Pitch(BOT(b) ), 1, 0
- Else
- If rolling(b) = True Then
- StopSound("fx_ballrolling" & b)
- rolling(b) = False
- End If
- End If
- Next
- End Sub
- '**********************
- ' Ball Collision Sound
- '**********************
- Sub OnBallBallCollision(ball1, ball2, velocity)
- PlaySound("fx_collide"), 0, Csng(velocity) ^2 / 2000, Pan(ball1), 0, Pitch(ball1), 0, 0
- End Sub
- '************************************
- ' What you need to add to your table
- '************************************
- ' a timer called RollingTimer. With a fast interval, like 10
- ' one collision sound, in this script is called fx_collide
- ' as many sound files as max number of balls, with names ending with 0, 1, 2, 3, etc
- ' for ex. as used in this script: fx_ballrolling0, fx_ballrolling1, fx_ballrolling2, fx_ballrolling3, etc
- '******************************************
- ' Explanation of the rolling sound routine
- '******************************************
- ' sounds are played based on the ball speed and position
- ' the routine checks first for deleted balls and stops the rolling sound.
- ' The For loop goes through all the balls on the table and checks for the ball speed and
- ' if the ball is on the table (height lower than 30) then then it plays the sound
- ' otherwise the sound is stopped, like when the ball has stopped or is on a ramp or flying.
- ' The sound is played using the VOL, PAN and PITCH functions, so the volume and pitch of the sound
- ' will change according to the ball speed, and the PAN function will change the stereo position according
- ' to the position of the ball on the table.
- '**************************************
- ' Explanation of the collision routine
- '**************************************
- ' The collision is built in VP.
- ' You only need to add a Sub OnBallBallCollision(ball1, ball2, velocity) and when two balls collide they
- ' will call this routine. What you add in the sub is up to you. As an example is a simple Playsound with volume and paning
- ' depending of the speed of the collision.
- Sub Pins_Hit (idx)
- PlaySound "pinhit_low", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0
- End Sub
- Sub Targets_Hit (idx)
- PlaySound "target", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 0, 0
- End Sub
- Sub Metals_Thin_Hit (idx)
- PlaySound "metalhit_thin", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- End Sub
- Sub Metals_Medium_Hit (idx)
- PlaySound "metalhit_medium", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- End Sub
- Sub Metals2_Hit (idx)
- PlaySound "metalhit2", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- End Sub
- Sub Gates_Hit (idx)
- PlaySound "gate4", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- End Sub
- Sub Spinner_Spin
- PlaySound "fx_spinner",0,.25,0,0.25
- End Sub
- Sub Rubbers_Hit(idx)
- dim finalspeed
- finalspeed=SQR(activeball.velx * activeball.velx + activeball.vely * activeball.vely)
- If finalspeed > 20 then
- PlaySound "fx_rubber2", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- End if
- If finalspeed >= 6 AND finalspeed <= 20 then
- RandomSoundRubber()
- End If
- End Sub
- Sub Posts_Hit(idx)
- dim finalspeed
- finalspeed=SQR(activeball.velx * activeball.velx + activeball.vely * activeball.vely)
- If finalspeed > 16 then
- PlaySound "fx_rubber2", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- End if
- If finalspeed >= 6 AND finalspeed <= 16 then
- RandomSoundRubber()
- End If
- End Sub
- Sub RandomSoundRubber()
- Select Case Int(Rnd*3)+1
- Case 1 : PlaySound "rubber_hit_1", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- Case 2 : PlaySound "rubber_hit_2", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- Case 3 : PlaySound "rubber_hit_3", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- End Select
- End Sub
- Sub LeftFlipper_Collide(parm)
- RandomSoundFlipper()
- End Sub
- Sub RightFlipper_Collide(parm)
- RandomSoundFlipper()
- End Sub
- Sub RandomSoundFlipper()
- Select Case Int(Rnd*3)+1
- Case 1 : PlaySound "flip_hit_1", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- Case 2 : PlaySound "flip_hit_2", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- Case 3 : PlaySound "flip_hit_3", 0, Vol(ActiveBall), Pan(ActiveBall), 0, Pitch(ActiveBall), 1, 0
- End Select
- End Sub
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