Player/Debug Keys for shivaEngine

Please refere to the shivaEngine script and the example table included with this file

This is the list for all the user keys in the game, as well as a complete list of the special debug keys that were used for testing the game as it was being been designed.
You can change any of these values in the Table1_KeyDown(ByVal keycode) A list of all the Keycodes are included in a separate text file Main Control Keys - Add Credit Key - This is set by the "Preferences" Menu in the "Keys" settings. Default is "5" key.
Code

if keycode = AddCreditKey Then ' A coin was inserted ('5' key or whatever key set by user was pressed)
credits = credits + 1 ' Add 1 to the total credits
PlaySound "Coin3" ' Play a sound
If credits > 15 Then credits = 15 ' But don't let us go over 15 credits (change to taste)
' Change amount in GetSpecial Sub as well!
CreditText() ' Display the new credit total in Credit Box
savehs() ' Save the coin total in the High Score Bullet6 file
Bullet6 end if

- Start Game Key - This is set by the "Preferences" Menu in the "Keys" settings. Default is "1" key.
Code

if keycode = StartGameKey Then ' Start button is pressed ('1' key or whatever key set by user)
If credits > 0 Then ' if we have credits
if players < 4 Then ' And there is not already 4 players
If Started = False Then ' And player 1 has not started yet
players = players + 1 ' Add a player
PlayerLight(players).State = 1 ' Turn on the Player light
player = 1 ' Player 1 is up
gameover = False ' then start a new game
TimerAttract.Enabled = false ' turn off the attract mode
LightGO.State = 0 ' turn off the game over light
if players = 1 Then Table1_Init() ' Initialize the table only once
LightMatch.State = 0 ' Turn off the match light
LightBall.State = 1 ' Turn on the ball light
LightEB.State = 0 ' Turn off the extra ball light
credits = credits - 1 ' eat a credit for the game
CreditText() ' update the credit display
savehs() ' update the current credits in High Score File
If players = 1 Then NewBall() ' start the process and kick out a ball for the first player
Bullet6 end if
Bullet6 end if
Bullet6 end if
Bullet6 end if

- Plunger Key - This is set by the "Preferences" Menu in the "Keys" settings. Default is "enter" key.
Code

if keycode = PlungerKey Then Plunger.PullBack:playSound "rustyplunger"

- Left Flipper Key - This is set by the "Preferences" Menu in the "Keys" settings. Default is Left Shift Key
Code

' Only allow the flippers to work if the game is not over and we are not tilted

If gameover = False And tilt = False Then
If keycode = LeftFlipperKey Then
LeftFlipper.RotateToEnd ' Flipper "Up"
ShiftLanesLeft ' For 1-2-3-4-5 lanes
PlaySound "FlipperUp" ' Play a sound
Bullet6 end if

- Right Flipper Key - This is set by the "Preferences" Menu in the "Keys" settings. Default is "Right Shift" key.
Code

if keycode = RightFlipperKey Then
RightFlipper.RotateToEnd ' Flipper "Up"
ShiftLanesRight ' for lanes
PlaySound "FlipperUp" ' Play a sound
End If

- Left Nudge Key - This is set by the "Preferences" Menu in the "Keys" settings. Default is "Z" key.
Code

if keycode = LeftTiltKey Then ' We nudged the table so
Nudge 90, 2 ' Nudge the table
newtilt = 1 ' Set the nudge direction
TiltCheck() ' See if we tilted
Bullet6 end if

- Right Nudge Key - This is set by the "Preferences" Menu in the "Keys" settings. Default is "/" key.
Code

if keycode = RightTiltKey Then
Nudge 270, 2
newtilt = 2
TiltCheck()
Bullet6 end if

- Center Nudge Key - This is set by the "Preferences" Menu in the "Keys" settings. Default is "Spacebar" key. If keycode = CenterTiltKey Then Nudge 0, 2 newtilt = 3 TiltCheck() End If - "R" for Rules - You can adjust this for your own message as you see fit. This key opens up a pop-up message.
Code

' chr(13) is a carriage return ie newline to space things nicely
If keycode = 19 Then
RulesText = " Rules for " & TableName & chr(13) & chr(13)
RulesText = RulesText + "Put whatever text is appropriate in here" & chr(13)
RulesText = RulesText + "Just some ...." & chr(13)
RulesText = RulesText + "stuff to ..." & chr(13)
RulesText = RulesText + "fill this ..." & chr(13)
RulesText = RulesText + "up a bit ..." & chr(13)
MsgBox RulesText, vbOKonly, TableName ' pop a dialog box with one button 'Ok' and tablename for title
Bullet6 end if

DeBug Keys Left in so you can test as well. :) Just be careful, what you press in the game though... - Press "K" key - creates a locked ball at KickerLock1 - Press "M" key - creates a locked ball at KickerLock2 - Releases multiball NOTE: This doesn't really work during the game, was just a logic test and a test for the ramp. - Press "T" key - Easy trick to test a feature, just create a kicker, set the variables (direction,speed) and then place on the table. It's a hidden Kicker (Kicker3) which is placed in the plunger Lane. Again, this will mess up the table with the amount of balls, but it's really used for debugging table objects by dragging the kicker in the editor around to test stuff. Note the kicker is not enabled, so a ball will pass over top and the kicker is ignored - Press "C" key - Drops Target Bank and calls routine - used to test Target Banks, and also to call the BonusCollect routines to start the Collect Bonus Event - Press "B" key - Add's one Bonus - Press "3" key - Simulates all of 1-2-3-4-5 rollovers made - increases bonus multiplier - Press "6" key - Add 10 points to score - Press "7" key - Add 100 points to score - Press "8" key - Add 1000 points to score

Updated Jun 22, 2005 Written by shiva
 
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