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/*-- Bubble --*/
local Plane = 300;
local creator; // The object that has created this bubble. Used to prevent Clonk from breathing from his own bubbles.
global func Bubble(int amount, int x, int y)
{
if (amount==nil || amount==0)
amount=3;
for (var i = 0; i < amount; i++)
{
var bubble = CreateObjectAbove(Fx_Bubble, x, y, NO_OWNER);
if (bubble) bubble.creator = this;
}
return;
}
global func CastBubbles(int num, int level, int x, int y)
{
return CastObjects(Fx_Bubble, num, level, x, y);
}
protected func Initialize()
{
DoCon(RandomX(25, 100));
AddEffect("Move", this, 100, 2, this);
return;
}
public func FxMoveTimer(object target, effect, int time)
{
if (!GBackLiquid(0, -3) && !GetEffect("Fade", this) || time > 108)
AddEffect("Fade", target, 100, 1, target);
// Bubbles burst into smaller bubles
if (!Random(25) && target->GetCon() > 100)
{
for (var i = 0; i < 2; i++)
{
var bubble = CreateObjectAbove(Fx_Bubble);
bubble->SetCon(2 * target->GetCon() / 3);
bubble->SetYDir(target->GetYDir());
bubble.creator = this.creator;
}
RemoveObject();
return -1;
}
// Jittery movement
SetYDir(GetYDir() - 3 + Random(7));
if (Inside(GetXDir(), -6, 6))
SetXDir(GetXDir() + 2 * Random(2) - 1);
return 1;
}
public func FxFadeStart(object target, effect, int temporary)
{
// Store alpha here
if (temporary == 0)
effect.alpha = 255;
return 1;
}
public func FxFadeTimer(object target, effect)
{
var alpha = effect.alpha;
if (alpha <= 0)
{
RemoveEffect("Move", this);
RemoveObject();
return -1;
}
SetClrModulation(RGBa(255, 255, 255, alpha));
effect.alpha = alpha - 5;
return 1;
}
func OnClonkBreath(object clonk)
{
// A Clonk is breathing us in
clonk->DoBreath(GetCon()); // sound would be cool
RemoveObject();
return true;
}
// Bubbles can be breathed in by anything but their creator
func CanBeBreathed(object by_clonk) { return !creator || (by_clonk != creator); }
// No need to blow up scenario object list with bubble spam
func SaveScenarioObject() { return false; }
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