File: breakable_block.cfg

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frogatto-data 1.0-2
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[object_type]
	id=breakable_block


	[editor_info]
	category=props
	[/editor_info]


	has_feet=no
	on_die="[score(level,5),sound('BlockBreak.ogg'), map([0] * 10, spawn('breakable_block_particle', x + 1d10, y + 1d10, facing))]"

	on_collide_object_body=" if(collide_with_area = 'attack',
	if(not (me in collide_with.tmp.already_hit), [set(collide_with.tmp, 'already_hit', collide_with.tmp.already_hit + [me]), 
		
	if(animation != 'cracked', animation('cracked'), die())  ]))"
	on_collide="set(velocity_x, -(velocity_x*70)/100)"
	on_collide_head="set(velocity_y, -velocity_y)"
	on_collide_feet="[set(velocity_x, (velocity_x*70)/100), set(velocity_y, if(abs(velocity_y) > 50, -velocity_y/2, 0))]"
	
	
	on_enter_water="[
	add_wave(midpoint_x, y2, -2000, 5*velocity_y/2, 30*velocity_y, 300, 300),
	add_wave(midpoint_x, y2, 2000, 5*velocity_y/2, 30*velocity_y, 300, 300),
	add_wave(midpoint_x, y2, -1000, 3*velocity_y/2, 20*velocity_y, 200, 200),
	add_wave(midpoint_x, y2, 1000, 3*velocity_y/2, 20*velocity_y, 200, 200),
	add_wave(midpoint_x, y2, -500, 2*velocity_y/2, 10*velocity_y, 100, 100),
	add_wave(midpoint_x, y2, 500, 2*velocity_y/2, 10*velocity_y, 100, 100)
	]"
	
	
	zorder=-1
	solid_area=0,0,15,15

		[base:animation]
		image=props/blocks.png
		body_area=all
		[/animation]

		[animation]
		id=normal
		rect=0,0,15,15
		frames=1
		duration=100
		[/animation]
		[animation]
		id=cracked
		rect=16,0,31,15
		frames=1
		duration=100
		[/animation]
[/object_type]