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[prototype]
solid_dimensions=enemy,player,common
#make it so when the object runs into solid parts of the level, a
#on_collide_level event is fired so thee shot can be destroyed.
object_level_collisions="true"
#solid_area=0,0,10,10
[properties]
hurt_velocity_y=0
hurt_velocity_x=0
get_hit_by="def(collide_with) if(not (me in collide_with.tmp.already_hit), [
set(collide_with.tmp, 'already_hit', collide_with.tmp.already_hit + [me]),
set(me.hitpoints, me.hitpoints - collide_with.vars.damage), if(me.hurt_velocity_y, set(me.velocity_y,me.hurt_velocity_y)), if(me.hurt_velocity_x, set(me.velocity_x,me.hurt_velocity_x * collide_with.facing))])"
[/properties]
has_feet=no
on_collide="die()"
on_collide_level="die()"
on_collide_object_body="
if(collide_with.vars.team != vars.team and collide_with_area = 'attack', [get_hit_by(collide_with),die()])"
on_collide_object_attack="[
if(collide_with.vars.team != vars.team and collide_with_area = 'body', die())]"
[/prototype]
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