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[object_type]
id=large_breakable_block
[editor_info]
category=props
[/editor_info]
hitpoints=5
has_feet=no
on_die="[score(level,10),sound('BlockBreak.ogg'), map([0] * 30, spawn('breakable_block_particle', x + 1d30, y + 1d30, 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]),
add(hitpoints, -1),
if(hitpoints > 1, set(animation, 'normal' + (hitpoints-1)))]))"
zorder=-1
solid_area=0,0,47,47
[base:animation]
image=props/blocks.png
body_area=all
[/animation]
[animation]
id=normal5
rect=144,0,191,47
frames=1
duration=1000000
[/animation]
[animation]
id=normal4
rect=144,48,191,95
frames=1
duration=1000000
[/animation]
[animation]
id=normal3
rect=144,96,191,143
frames=1
duration=1000000
[/animation]
[animation]
id=normal2
rect=144,144,191,191
frames=1
duration=1000000
[/animation]
[animation]
id=normal1
rect=144,192,191,239
frames=1
duration=1000000
[/animation]
[/object_type]
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