private List<IObjectText> pained = new List<IObjectText>();
IPlayer affected;

public void OnStartup(){
	affected = Game.GetPlayers()[0];
	while (pained.Count < 55){
		IObjectText a = ((IObjectText)Game.CreateObject("Text", new Vector2(affected.FacingDirection *Game.GetCameraMaxArea().Left, 0)));
		a.SetText(".");
		a.SetTextColor(Color.Red);
		pained.Add(a);
	}
CreateTimer(150,0,"Outline","0");
	
}

public void Outline(TriggerArgs args){
	Vector2 pp = affected.GetWorldPosition();
	int loop = 0;
	foreach(IObjectText red in pained){
		switch(loop){
			case (1) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *5.5f- 1 + affected.FacingDirection ,1.8f)); break;}case (2) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *5.5f- 1 + affected.FacingDirection ,0.8f)); break;}case (3) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *4.5f- 1 + affected.FacingDirection ,-0.2f)); break;}case (4) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *4.5f- 1 + affected.FacingDirection ,-1.2f)); break;}case (5) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *3.5f- 1 + affected.FacingDirection ,-2.2f)); break;}
			case (6) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *2.5f- 1 + affected.FacingDirection ,-2.2f)); break;}case (7) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *1.5f- 1 + affected.FacingDirection ,-2.2f)); break;}case (8) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *0.5f- 1 + affected.FacingDirection ,-2.2f)); break;} case (9) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-0.5f- 1 + affected.FacingDirection ,-2.2f)); break;}case (10) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-1.5f- 1 + affected.FacingDirection ,-2.2f)); break;} case (11) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-2.5f- 1 + affected.FacingDirection ,-2.2f)); break;}
			case (12) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-3.5f- 1 + affected.FacingDirection ,-2.2f)); break;} case (13) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-4.5f- 1 + affected.FacingDirection ,-2.2f)); break;} case (14) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-5.5f- 1 + affected.FacingDirection ,-2.2f)); break;} case (15) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-6.5f- 1 + affected.FacingDirection ,-2.2f)); break;} case (16) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-7.5f- 1 + affected.FacingDirection ,-2.2f)); break;} case (17) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-8.5f- 1 + affected.FacingDirection ,-1.2f)); break;}
			case (18) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-7.5f- 1 + affected.FacingDirection ,-0.2f)); break;} case (20) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-8.5f- 1 + affected.FacingDirection ,0.8f)); break;}case (21) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-9.5f- 1 + affected.FacingDirection ,1.8f)); break;}case (22) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-10.5f- 1 + affected.FacingDirection ,2.8f)); break;}case (23) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-10.5f- 1 + affected.FacingDirection ,3.8f)); break;}
			case (24) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-10.5f- 1 + affected.FacingDirection ,4.8f)); break;} case (25) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-10.5f- 1 + affected.FacingDirection ,5.8f)); break;}case (26) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-10.5f- 1 + affected.FacingDirection ,6.8f)); break;}case (27) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-9.5f- 1 + affected.FacingDirection ,7.8f)); break;} case (28) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-8.5f- 1 + affected.FacingDirection ,8.8f)); break;}case (29) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-7.5f- 1 + affected.FacingDirection ,8.8f)); break;}
			case (30) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-6.5f- 1 + affected.FacingDirection ,8.8f)); break;}case (31) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-5.5f- 1 + affected.FacingDirection ,8.8f)); break;}case (32) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-5.5f- 1 + affected.FacingDirection ,9.8f)); break;} case (33) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-5.5f- 1 + affected.FacingDirection ,10.8f)); break;}case (34) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-5.5f- 1 + affected.FacingDirection ,11.8f)); break;}case (35) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-5.5f- 1 + affected.FacingDirection ,12.8f)); break;}
			case (36) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-4.5f- 1 + affected.FacingDirection ,13.8f)); break;}case (37) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-3.5f- 1 + affected.FacingDirection ,13.8f)); break;}case (38) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-2.5f- 1 + affected.FacingDirection ,13.8f)); break;} case (39) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-1.5f- 1 + affected.FacingDirection ,13.8f)); break;}case (40) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *-0.5f- 1 + affected.FacingDirection ,13.8f)); break;}case (41) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *0.5f- 1 + affected.FacingDirection ,13.8f)); break;}
			case (42) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *1.5f- 1 + affected.FacingDirection ,13.8f)); break;}case (43) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *2.5f- 1 + affected.FacingDirection ,12.8f)); break;}case (44) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *2.5f- 1 + affected.FacingDirection ,11.8f)); break;}case (45) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *2.5f- 1 + affected.FacingDirection ,10.8f)); break;}case (46) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *2.5f- 1 + affected.FacingDirection ,9.8f)); break;}case (47) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *2.5f- 1 + affected.FacingDirection ,8.8f)); break;}
			case (48) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *2.5f- 1 + affected.FacingDirection ,7.8f)); break;}case (50) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *3.5f- 1 + affected.FacingDirection ,6.8f)); break;}case (51) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *3.5f- 1 + affected.FacingDirection ,5.8f)); break;}case (52) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *3.5f- 1 + affected.FacingDirection ,4.8f)); break;}case (53) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *4.5f- 1 + affected.FacingDirection ,3.8f)); break;}case (54) : { red.SetWorldPosition(pp + new Vector2(affected.FacingDirection *5.5f- 1 + affected.FacingDirection ,2.8f)); break;}
		
		}
		
		
		loop++;
	}
}

public void CreateTimer(int interval, int count, string method, string id) {
	IObjectTimerTrigger timerTrigger = (IObjectTimerTrigger)Game.CreateObject("TimerTrigger"); 
	timerTrigger.SetIntervalTime(interval);
	timerTrigger.SetRepeatCount(count);
	timerTrigger.SetScriptMethod(method);
	timerTrigger.CustomId = id;
	timerTrigger.Trigger();
}