File: fumper_flapper.cfg

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frogatto-data 1.2%2Bdfsg-1
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[prototype]
feet_width="4"
friction="1000"
goes_inactive_only_when_standing="true"
hitpoints="3"
id="fumper_flapper"
mass="5"
on_add_object_fail="[if(collide_with.team != team and collide_with.get_hit_by, collide_with.get_hit_by(me)), die()]"
on_change_animation_failure="fire_event('solidity_fail')"
on_change_solid_dimensions_fail="fire_event('solidity_fail')"
on_collide_feet="if(animation in ['jump', 'fall'], [animation('land'), set(velocity_x, 0)])"
on_collide_head="set(velocity_y, 0)"
on_collide_object_body="if(collide_with.team != team and collide_with.team != 'evil_harmless' and (not (collide_with.team = 'evil' and team = 'evil_harmless')), if(collide_with_area = 'attack', get_hit_by(collide_with)))"
on_die="[score(level,points_value), spawn_item(self), death_burst(self)]"
on_end_fall_anim="if(is_standing, animation('stand'), animation('fall'))"
on_end_hurt_anim="animation('stand')"
on_end_jump_anim="if(is_standing, animation('stand'), animation('jump'))"
on_end_land_anim="animation('stand')"
on_end_stand_anim="if(desired_facing = facing and is_standing, animation('start_jump'), animation('turn'))
                         where desired_facing = if(level.player.x < x, -1, 1)"
on_end_start_jump_anim="[animation('jump'),set(velocity_x,400*facing),set(velocity_y,-consts.jump_power)]"
on_end_turn_anim="[set(facing, if(level.player.x < x, -1, 1)), animation('stand')]"
on_enter_water="die()"
on_process_jump="if(velocity_y > 0, animation('fall'))"
on_solidity_fail="if(tmp.in_solidity_fail, die(),
	          [set(tmp.in_solidity_fail, 1),
			   resolve_solid(me,0,-1,60),
			   resolve_solid(me,2,-1,250),
			   resolve_solid(me,-2,-1,250),
			   resolve_solid(me,0,-1,500),
			   set(tmp.in_solidity_fail, 0)
			  ])"
on_surface_damage="die()"
on_timer="set(tmp, 'already_hit', [])"
solid_area="5,5,28,28"
solid_dimensions="enemy,common"
timer_frequency="100"
traction="1000"
	[consts]
	basic_type="'fumper_flapper'"
	flinch_threshold="3"
	frogourmet_tag="'fumper_flapper'"
	jump_power="2000"
	[/consts]

	[properties]
	attack_damage="0"
	attack_knockback="0"
	cause_flinch="def(collide_with) execute(me, [add(me.velocity_x,me.hurt_velocity_x * sign(collide_with.midpoint_x - me.midpoint_x)), 
			add(me.velocity_y,me.hurt_velocity_y)])"
	damage_cooldown="0"
	display_hurt_visuals="def() execute(me, 
					[if('hurt' in available_animations,set(me.animation, 'hurt')),
					hurt_flash_sequence()
					])"
	display_posthit_invincibility_flash_sequence="def() if(consts.posthit_invicibility_period, 
			map(range(consts.posthit_invicibility_period/2), 'step' ,schedule(step*2, if(step%2=0,set(alpha,50),set(alpha,255))  ) ) )"
	flash_bright="def() [set(me.brightness, 1023)]"
	flash_off="def() [set(me.brightness, 255),set(me.red, 255),set(me.green, 255), set(me.blue, 255)]"
	flash_red="def() [set(me.red, 255),set(me.green, 100), set(me.blue, 100)]"
	get_hit_by="def(collide_with) execute(me, [
						if((not is_invincible) and (collide_with.attack_damage > 0) and (collide_with.attack_damage > consts.armor) and (collide_with.damage_cooldown < (cycle - vars.time_last_hit)),
								[display_hurt_visuals(),
								display_posthit_invincibility_flash_sequence(),
								handle_flinch(collide_with),
								handle_damage(collide_with),
								set(vars.time_last_hit, me.cycle)]),
						
						handle_damage_type(collide_with),
						handle_knockback(collide_with)])"
	handle_damage="def(collide_with) execute(me,add(me.hitpoints, - collide_with.attack_damage))"
	handle_damage_type="def(collide_with) null() #virtual#"
	handle_flinch="def(collide_with) 
			execute(me, if(collide_with.attack_damage > consts.flinch_threshold, cause_flinch(collide_with)))"
	handle_knockback="def(collide_with) execute(me,add(velocity_x, collide_with.facing * collide_with.attack_knockback))"
	hurt_flash_sequence="def()	[	flash_bright(),
									schedule(3, flash_red()),
									schedule(6, flash_bright()),
									schedule(9, flash_red()),
									schedule(12, flash_bright()),
									schedule(15, flash_off())]"
	hurt_velocity_x="-200"
	hurt_velocity_y="-400"
	is_invincible="if(invincible or level.in_dialog or is_invincible_posthit, 1, 0)"
	is_invincible_posthit="if(vars.time_last_hit and (abs(vars.time_last_hit - me.cycle) < consts.posthit_invicibility_period), 1, 0)"
	[/properties]

	[vars]
	points_value="14"
	turns_at_cliffs="1"
	[/vars]

	[editor_info]
	category="bugs"
	[/editor_info]

	[properties]
	attack_damage="1"
	team="'evil'"
	[/properties]

	[animation]
	accel_y="50"
	attack_area="all"
	body_area="all"
	duplicates="4"
	duration="5"
	frame_info="1,3,1,2,139,527,29,25,1,4,2,2,168,527,28,24,1,5,3,2,196,527,27,23"
	frames="3"
	id="stand"
	image="compiled-2.png"
	rect="138,524,168,553"
	reverse="yes"
	[/animation]

	[animation]
	accel_y="50"
	attack_area="all"
	body_area="all"
	duration="5"
	frame_info="0,9,2,2,995,623,29,19"
	frames="1"
	id="start_jump"
	image="compiled-2.png"
	rect="995,614,1025,643"
	[/animation]

	[animation]
	accel_y="50"
	attack_area="all"
	body_area="all"
	duration="2"
	frame_info="0,1,2,1,780,284,29,28,0,1,2,1,809,284,29,28"
	frames="2"
	id="jump"
	image="compiled-2.png"
	rect="780,283,810,312"
	[/animation]

	[animation]
	accel_y="50"
	attack_area="all"
	body_area="all"
	duration="2"
	frame_info="0,2,2,1,381,395,29,27,0,2,2,1,410,395,29,27"
	frames="2"
	id="fall"
	image="compiled-2.png"
	rect="381,393,411,422"
	[/animation]

	[animation]
	accel_y="50"
	attack_area="all"
	body_area="all"
	duration="5"
	frame_info="0,9,2,2,995,623,29,19"
	frames="1"
	id="land"
	image="compiled-2.png"
	rect="995,614,1025,643"
	[/animation]

	[animation]
	accel_y="50"
	attack_area="all"
	body_area="all"
	duration="5"
	frame_info="5,4,3,2,687,552,23,24,5,4,5,2,710,552,21,24,3,4,5,2,731,552,23,24"
	frames="3"
	id="turn"
	image="compiled-2.png"
	rect="682,548,712,577"
	[/animation]

	[animation]
	accel_y="50"
	attack_area="all"
	body_area="all"
	duration="18"
	frame_info="0,2,2,1,187,395,29,27"
	frames="1"
	id="hurt"
	image="compiled-2.png"
	rect="187,393,217,422"
	[/animation]

[/prototype]