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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_random
next_animation="'normal'"
always_active=yes
respawns="no"
zorder=50
[editor_info]
category=controllers
[/editor_info]
[vars]
segments="[0]"
left_edge="0"
right_edge="0"
cosmic_shift_threshhold="16384"
cosmic_shift_amount="15360"
[/vars]
on_process="if(0 and level.player.midpoint_x > vars.cosmic_shift_threshhold, [cosmic_shift(-vars.cosmic_shift_amount, 0),
add(vars.left_edge, -vars.cosmic_shift_amount), add(vars.right_edge, -vars.cosmic_shift_amount)],
if(level.player.midpoint_x > vars.right_edge - 600,
[
add(vars.segments, [new_segment]),
add_level_module(new_segment, vars.right_edge, 0),
add(vars.right_edge, level.segment_width)
]
where new_segment = choose(filter(query(level, 'segments_after_' + vars.segments.last), 'n', not (n in vars.segments)))
)
)"
on_add_segment="
if(new_segment,
[add(vars.segments, [new_segment]),
set(level.dimensions, [level.dimensions[0], level.dimensions[1], vars.right_edge - vars.left_edge, level.dimensions[3]]),
add_level_module(new_segment, vars.right_edge, 0),
add(vars.right_edge, level.segment_width),
fire_event('add_segment')
]
)
where new_segment = choose(filter(query(level, 'segments_after_' + vars.segments.last), 'n', not (n in vars.segments)))"
on_position_player_right_side="
[
remove_object(level.player),
set(level.player.midpoint_x, level.dimensions[2] - 100),
execute(level.player, move_to_standing()),
resolve_solid(level.player, facing, 0, -50),
resolve_solid(level.player, facing, 0, 50),
add_object(level.player)
]"
on_start_level="if(level.in_editor, die(),
[set(alpha, 0),
add_level_module('0', 0, 0),
set(vars.left_edge, 0), set(vars.right_edge, level.segment_width),
fire_event('add_segment'),
if(level.player.midpoint_x > 600,
fire_event('position_player_right_side')
)
])"
[animation]
id=normal
image=effects/particles.png
x=148
y=166
w=28
h=28
#collide="0,0,28,28"
frames=1
duration=1000000
[/animation]
[/object_type]
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