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#onetime level controllers are like the regular type, except with respawns=no set. Meaning that their script only happens once per playthrough.
[object_type]
id=level_controller_onetime
next_animation="'normal'"
always_active=yes
respawns="no"
[editor_info]
category=controllers
[var]
name=x_bound
type=x
value="x-100"
[/var]
[var]
name=x2_bound
type=x
value="x+150"
[/var]
[var]
name=y_bound
type=y
value="y-100"
[/var]
[var]
name=y2_bound
type=y
value="y+150"
[/var]
[/editor_info]
[vars]
last_triggered=-400
[/vars]
#hack to make it invisible in game, but visible in editor.
on_create="set(alpha,0)"
## note: If possible, don't do scripts that override on_create. It eats the above hack to make these invisible.
on_end_anim="animation('normal')"
zorder=50
on_timer="if(level.player.midpoint_x > vars.x_bound and level.player.midpoint_x < vars.x2_bound and level.player.midpoint_y > vars.y_bound and level.player.midpoint_y < vars.y2_bound and cycle - vars.last_triggered > 250, [fire_event('triggered'),set(vars.last_triggered,cycle)])"
on_triggered="[sound('MenuConfirm.ogg')]"
timer_frequency=10
[animation]
id=normal
image=effects/particles.png
x=117
y=73
w=28
h=28
#collide="0,0,28,28"
frames=1
duration=1000
[/animation]
[/object_type]
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