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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="solaride",UseSolenoids=1,UseLamps=0,UseGI=0,SSolenoidOn="SolOn",SSolenoidOff="SolOff",SCoin="coin"
- LoadVPM "01001100", "gts1.vbs", 3.02
- Dim DesktopMode: DesktopMode = Table1.ShowDT
- If DesktopMode = True Then 'Show Desktop components
- Ramp16.visible=1
- Ramp15.visible=1
- Primitive13.visible=1
- Else
- Ramp16.visible=0
- Ramp15.visible=0
- Primitive13.visible=0
- End if
- '*************************************************************
- 'Solenoid Call backs
- '**********************************************************************************************************
- SolCallback(1)= "bsTrough.SolOut"
- SolCallback(2)= "vpmSolSound SoundFX(""Knocker"",DOFKnocker),"
- SolCallback(6)= "bsSaucer.SolOut"
- SolCallBack(7)= "bsSaucer2.SolOut"
- SolCallback(8)= "dtDropL.SolDropUp"
- SolCallback(sLRFlipper) = "SolRFlipper"
- SolCallback(sLLFlipper) = "SolLFlipper"
- Sub SolLFlipper(Enabled)
- If Enabled Then
- PlaySound SoundFX("fx_Flipperup",DOFContactors):LeftFlipper.RotateToEnd:LeftFlipper1.RotateToEnd
- Else
- PlaySound SoundFX("fx_Flipperdown",DOFContactors):LeftFlipper.RotateToStart:LeftFlipper1.RotateToStart
- End If
- End Sub
- Sub SolRFlipper(Enabled)
- If Enabled Then
- PlaySound SoundFX("fx_Flipperup",DOFContactors):RightFlipper.RotateToEnd
- Else
- PlaySound SoundFX("fx_Flipperdown",DOFContactors):RightFlipper.RotateToStart
- End If
- End Sub
- '**********************************************************************************************************
- 'Solenoid Controlled toys
- '**********************************************************************************************************
- 'Primitive Flipper Code
- Sub FlipperTimer_Timer
- FlipperT1.roty = LeftFlipper.currentangle + 237
- FlipperT2.roty = LeftFlipper1.currentangle + 237
- FlipperT5.roty = RightFlipper.currentangle + 122
- End Sub
- '*****GI Lights On
- dim xx
- For each xx in GI:xx.State = 1: Next
- '**********************************************************************************************************
- 'Initiate Table
- '**********************************************************************************************************
- Dim bsTrough, bsSaucer, bsSaucer2, dtDropL
- 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 = "Solar Ride (Gotlieb)"
- .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,Bumper2,RightSlingshot)
- Set bsTrough = New cvpmBallStack
- bsTrough.initnotrough ballrelease, 66, 55, 6
- bsTrough.InitExitSnd SoundFX("ballrelease",DOFContactors), SoundFX("Solenoid",DOFContactors)
- Set dtDropL=New cvpmDropTarget'
- dtDropL.InitDrop Array(sw30,sw31,sw32,sw33,sw34),Array(30,31,32,33,34)
- dtDropL.InitSnd SoundFX("DTDrop",DOFContactors),SoundFX("DTReset",DOFContactors)
- Set bsSaucer2=New cvpmBallstack
- bsSaucer2.InitSaucer sw42,42,180,7
- bsSaucer2.InitExitSnd SoundFX("Popper",DOFContactors), SoundFX("Solenoid",DOFContactors)
- Set bsSaucer=New cvpmBallstack
- bsSaucer.InitSaucer sw41,41,265,6
- bsSaucer.InitExitSnd SoundFX("Popper",DOFContactors), SoundFX("Solenoid",DOFContactors)
- End Sub
- '**********************************************************************************************************
- 'Plunger code
- '**********************************************************************************************************
- Sub Table1_KeyDown(ByVal KeyCode)
- If KeyDownHandler(keycode) Then Exit Sub
- If keycode = PlungerKey Then Plunger.Pullback:playsound"plungerpull"
- End Sub
- Sub Table1_KeyUp(ByVal KeyCode)
- If KeyUpHandler(keycode) Then Exit Sub
- If keycode = PlungerKey Then Plunger.Fire:PlaySound"plunger"
- End Sub
- '**********************************************************************************************************
- 'Switches
- '**********************************************************************************************************
- '**********************************************************************************************************
- 'Drain hole and kicker
- Sub Drain_Hit:playsound"drain":bsTrough.addball me:End Sub
- Sub sw41_Hit():bsSaucer.Addball 0 : playsound "popper_ball": End Sub
- Sub sw42_Hit():bsSaucer2.Addball 0 : playsound "popper_ball": End Sub
- 'Bumpers
- Sub Bumper1_Hit : vpmTimer.PulseSw(40) : playsound SoundFX("fx_bumper1",DOFContactors): End Sub
- Sub Bumper2_Hit : vpmTimer.PulseSw(43) : playsound SoundFXDOF("fx_bumper1",201,DOFPulse,DOFContactors): End Sub
- Sub Bumper3_Hit : vpmTimer.PulseSw(43) : playsound SoundFXDOF("fx_bumper1",202,DOFPulse,DOFContactors): End Sub
- 'Drop Targets
- Sub sw30_Dropped:dtDropL.Hit 1:End Sub
- Sub sw31_Dropped:dtDropL.Hit 2:End Sub
- Sub sw32_Dropped:dtDropL.Hit 3:End Sub
- Sub sw33_Dropped:dtDropL.Hit 4:End Sub
- Sub sw34_Dropped:dtDropL.Hit 5:End Sub
- 'Star Triggers
- Sub sw12a_Hit():Controller.Switch(12)=1 : playsound"rollover" :End Sub
- Sub sw12a_UnHit:Controller.Switch(12)=0:End Sub
- Sub sw12b_Hit():Controller.Switch(12)=1 : playsound"rollover" : End Sub
- Sub sw12b_UnHit:Controller.Switch(12)=0:End Sub
- Sub sw12ca_Hit():Controller.Switch(12)=1 : playsound"rollover":End Sub
- Sub sw12ca_UnHit:Controller.Switch(12)=0:End Sub
- 'Scoring Gate
- Sub Gate1_Hit():Controller.Switch(61)=1:End Sub
- Sub Gate1_UnHit:Controller.Switch(61)=0:End Sub
- 'Scoring Rubbers
- Sub sw60a_Slingshot():vpmtimer.pulsesw 60: playsound"slingshot" : End Sub
- Sub sw60b_Slingshot():vpmtimer.pulsesw 60: playsound"slingshot" : End Sub
- 'Wire Triggers
- Sub sw10a_Hit():Controller.Switch(10)=1 : playsound"rollover":DOF 204, DOFOn:End Sub
- Sub sw10a_UnHit:Controller.Switch(10)=0:DOF 204, DOFOff:End Sub
- Sub sw10b_Hit():Controller.Switch(10)=1 : playsound"rollover":DOF 205, DOFOn:End Sub
- Sub sw10b_UnHit:Controller.Switch(10)=0:DOF 205, DOFOff:End Sub
- Sub sw11_Hit():Controller.Switch(11)=1 : playsound"rollover" : End Sub
- Sub sw11_UnHit:Controller.Switch(11)=0:End Sub
- Sub sw51_Hit():Controller.Switch(51)=1 : playsound"rollover":End Sub
- Sub sw51_UnHit:Controller.Switch(51)=0:End Sub
- Sub sw51a_Hit():Controller.Switch(51)=1 : playsound"rollover":End Sub
- Sub sw51a_UnHit:Controller.Switch(51)=0:End Sub
- Sub sw20_Hit():Controller.Switch(20)=1 : playsound"rollover" : End Sub
- Sub sw20_UnHit:Controller.Switch(20)=0:End Sub
- Sub sw21_Hit():Controller.Switch(21)=1 : playsound"rollover" : End Sub
- Sub sw21_UnHit:Controller.Switch(21)=0:End Sub
- Sub sw22_Hit():Controller.Switch(22)=1 : playsound"rollover" : End Sub
- Sub sw22_UnHit:Controller.Switch(22)=0:End Sub
- Sub sw23_Hit():Controller.Switch(23)=1 : playsound"rollover" : End Sub
- Sub sw23_UnHit:Controller.Switch(23)=0:End Sub
- Sub Gate2_Hit:vpmTimer.PulseSw(52)
- End Sub
- Sub sw51b_Hit:vpmTimer.PulseSw(51)
- End Sub
- Sub sw13a_Hit():vpmTimer.PulseSw(13) : End Sub
- Sub sw13b_Hit():vpmTimer.PulseSw(13) : End Sub
- Sub sw13c_Hit():vpmTimer.PulseSw(13) : End Sub
- Sub sw13d_Hit():vpmTimer.PulseSw(13) : End Sub
- Sub sw13e_Hit():vpmTimer.PulseSw(13) : End Sub
- Sub sw13f_Hit():vpmTimer.PulseSw(13) : End Sub
- '***************************************************
- ' JP's VP10 Fading Lamps & Flashers
- ' Based on PD's Fading Light System
- ' SetLamp 0 is Off
- ' SetLamp 1 is On
- ' fading for non opacity objects is 4 steps
- '***************************************************
- Dim LampState(200), FadingLevel(200)
- Dim FlashSpeedUp(200), FlashSpeedDown(200), FlashMin(200), FlashMax(200), FlashLevel(200)
- InitLamps() ' turn off the lights and flashers and reset them to the default parameters
- LampTimer.Interval = 5 'lamp fading speed
- LampTimer.Enabled = 1
- ' Lamp & Flasher Timers
- Sub LampTimer_Timer()
- Dim chgLamp, num, chg, ii
- chgLamp = Controller.ChangedLamps
- If Not IsEmpty(chgLamp) Then
- For ii = 0 To UBound(chgLamp)
- LampState(chgLamp(ii, 0) ) = chgLamp(ii, 1) 'keep the real state in an array
- FadingLevel(chgLamp(ii, 0) ) = chgLamp(ii, 1) + 4 'actual fading step
- Next
- End If
- UpdateLamps
- End Sub
- Sub UpdateLamps
- If DesktopMode = True Then
- FadeIReel 1, EMReelGO
- end if
- If DesktopMode = True Then
- FadeReel 2, EMReelTilt
- end if
- If DesktopMode = True Then
- FadeReel 3, EMReelHTD
- end if
- NFadeLm 4, l4
- If DesktopMode = True Then
- FadeReel 4, EMReelSPSA
- end if
- NFadeL 5, l5
- NFadeL 6, l6
- NFadeL 7, l7
- NFadeL 8, l8
- NFadeL 9, l9
- NFadeL 10, l10
- NFadeL 11, l11
- NFadeL 12, l12
- NFadeL 13, l13
- NFadeL 14, l14
- NFadeL 15, l15
- NFadeL 16, l16
- 'NFadeL 17, l17
- NFadeL 18, l18
- 'NFadeL 19, l19
- 'NFadeL 20, l20
- 'NFadeL 21, l21
- 'NFadeL 22, l22
- NFadeL 23, l23
- NFadeL 24, l24
- NFadeL 25, l25
- NFadeL 26, l26
- NFadeL 27, l27
- NFadeL 28, l28
- NFadeL 29, l29
- NFadeL 30, l30
- NFadeL 31, l31
- NFadeL 32, l32
- NFadeL 33, l33
- 'NFadeL 34, l34
- 'NFadeL 35, l35
- 'NFadeL 36, l36
- 'FadeReel lBallInPlay, EMReelBIP
- 'FadeReel lNumberToMatch, EMReelNTM
- End Sub
- ' div lamp subs
- Sub InitLamps()
- Dim x
- For x = 0 to 200
- LampState(x) = 0 ' current light state, independent of the fading level. 0 is off and 1 is on
- FadingLevel(x) = 4 ' used to track the fading state
- FlashSpeedUp(x) = 0.4 ' faster speed when turning on the flasher
- FlashSpeedDown(x) = 0.2 ' slower speed when turning off the flasher
- FlashMax(x) = 1 ' the maximum value when on, usually 1
- FlashMin(x) = 0 ' the minimum value when off, usually 0
- FlashLevel(x) = 0 ' the intensity of the flashers, usually from 0 to 1
- Next
- End Sub
- Sub AllLampsOff
- Dim x
- For x = 0 to 200
- SetLamp x, 0
- Next
- End Sub
- Sub SetLamp(nr, value)
- If value <> LampState(nr) Then
- LampState(nr) = abs(value)
- FadingLevel(nr) = abs(value) + 4
- End If
- End Sub
- ' Lights: used for VP10 standard lights, the fading is handled by VP itself
- Sub NFadeL(nr, object)
- Select Case FadingLevel(nr)
- Case 4:object.state = 0:FadingLevel(nr) = 0
- Case 5:object.state = 1:FadingLevel(nr) = 1
- End Select
- End Sub
- Sub NFadeLm(nr, object) ' used for multiple lights
- Select Case FadingLevel(nr)
- Case 4:object.state = 0
- Case 5:object.state = 1
- End Select
- End Sub
- 'Reels
- Sub FadeReel(nr, reel)
- Select Case FadingLevel(nr)
- Case 2:FadingLevel(nr) = 0
- Case 3:FadingLevel(nr) = 2
- Case 4:reel.Visible = 0:FadingLevel(nr) = 3
- Case 5:reel.Visible = 1:FadingLevel(nr) = 1
- End Select
- End Sub
- 'Inverted Reels
- Sub FadeIReel(nr, reel)
- Select Case FadingLevel(nr)
- Case 2:FadingLevel(nr) = 0
- Case 3:FadingLevel(nr) = 2
- Case 4:reel.Visible = 1:FadingLevel(nr) = 3
- Case 5:reel.Visible = 0:FadingLevel(nr) = 1
- End Select
- End Sub
- '**********************************************************************************************************
- '**********************************************************************************************************
- ' Backglass Light Displays (7 digit 7 segment displays)
- Dim Digits(28)
- 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(b20,b21,b22,b23,b24,b25,b26,n,b28)
- Digits(7)=Array(b30,b31,b32,b33,b34,b35,b36,n,b38)
- Digits(8)=Array(b40,b41,b42,b43,b44,b45,b46,n,b48)
- Digits(9)=Array(b50,b51,b52,b53,b54,b55,b56,n,b58)
- Digits(10)=Array(c00,c01,c02,c03,c04,c05,c06,n,c08)
- Digits(11)=Array(c10,c11,c12,c13,c14,c15,c16,n,c18)
- Digits(12)=Array(c20,c21,c22,c23,c24,c25,c26,n,c28)
- Digits(13)=Array(c30,c31,c32,c33,c34,c35,c36,n,c38)
- Digits(14)=Array(c40,c41,c42,c43,c44,c45,c46,n,c48)
- Digits(15)=Array(c50,c51,c52,c53,c54,c55,c56,n,c58)
- Digits(16)=Array(d00,d01,d02,d03,d04,d05,d06,n,d08)
- Digits(17)=Array(d10,d11,d12,d13,d14,d15,d16,n,d18)
- Digits(18)=Array(d40,d41,d42,d43,d44,d45,d46,n,d48)
- Digits(19)=Array(d50,d51,d52,d53,d54,d55,d56,n,d58)
- Digits(20)=Array(e00,e01,e02,e03,e04,e05,e06,n,e08)
- Digits(21)=Array(e10,e11,e12,e13,e14,e15,e16,n,e18)
- Digits(22)=Array(f00,f01,f02,f03,f04,f05,f06,n,f08)
- Digits(23)=Array(f10,f11,f12,f13,f14,f15,f16,n,f18)
- 'credit -- Ball In Play
- Digits(24) = Array(e2,e3,e7,e4,e5,e1,e6,n,e23)
- Digits(25) = Array(e9,e17,e22,e19,e20,e8,e21,n,e24)
- Digits(26) = Array(f2,f3,f7,f4,f5,f1,f6,n,f23)
- Digits(27) = Array(f9,f17,f22,f19,f20,f8,f21,n,f24)
- 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 < 28) 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
- end if
- next
- end if
- end if
- End Sub
- '**********************************************************************************************************
- '**********************************************************************************************************
- Sub editDips
- Dim vpmDips : Set vpmDips = New cvpmDips
- With vpmDips
- .AddForm 700,400,"System 1 - DIP switches"
- .AddFrame 0,0,190,"Coin chutecontrol",&H00040000,Array("seperate",0,"same",&H00040000)'dip 19
- .AddFrame 0,46,190,"Game mode",&H00000400,Array("extraball",0,"replay",&H00000400)'dip 11
- .AddFrame 0,92,190,"High game to date awards",&H00200000,Array("noaward",0,"3 replays",&H00200000)'dip 22
- .AddFrame 0,138,190,"Balls per game",&H00000100,Array("5 balls",0,"3balls",&H00000100)'dip 9
- .AddFrame 0,184,190,"Tilt effect",&H00000800,Array("game over",0,"ball in play only",&H00000800)'dip 12
- .AddFrame 205,0,190,"Maximum credits",&H00030000,Array("5 credits",0,"8 credits",&H00020000,"10 credits",&H00010000,"15 credits",&H00030000)'dip 17&18
- .AddFrame 205,76,190,"Soundsettings",&H80000000,Array("sounds",0,"tones",&H80000000)'dip 32
- .AddFrame 205,122,190,"Attract tune",&H10000000,Array("no attract tune",0,"attract tune played every 6 minutes",&H10000000)'dip 29
- .AddChk 205,175,190,Array("Match feature",&H00000200)'dip 10
- .AddChk 205,190,190,Array("Credits displayed",&H00001000)'dip 13
- .AddChk 205,205,190,Array("Play credit button tune",&H00002000)'dip 14
- .AddChk 205,220,190,Array("Play tones when scoring",&H00080000)'dip 20
- .AddChk 205,235,190,Array("Play coin switch tune",&H00400000)'dip 23
- .AddChk 205,250,190,Array("High game to date displayed",&H00100000)'dip 21
- .AddLabel 50,280,300,20,"After hitting OK, press F3 to reset game with new settings."
- .ViewDips
- End With
- End Sub
- Set vpmShowDips = GetRef("editDips")
- '**********************************************************************************************************
- '**********************************************************************************************************
- 'VPX
- '**********************************************************************************************************
- '**********************************************************************************************************
- '**********Sling Shot Animations
- ' Rstep and Lstep are the variables that increment the animation
- '****************
- Dim RStep, Lstep
- Sub RightSlingShot_Slingshot
- vpmTimer.PulseSw 13
- DOF 203, DOFPulse
- PlaySound SoundFX("right_slingshot",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
- ' *********************************************************************
- ' 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 LeftFlipper2_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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