add option to gravestone rule to fade them out

alut-include-path
Maikel de Vries 2017-01-18 18:21:12 +01:00
parent 5b796dd6d0
commit 8cc30baf02
2 changed files with 70 additions and 38 deletions

View File

@ -160,7 +160,9 @@ private func DoFireworks(int killed_by)
SetRider(nil);
}
// Notify defense goal for reward and score.
GameCallEx("OnClonkDeath", this, killed_by);
var defense = FindObject(Find_ID(Goal_Defense));
if (defense)
defense->~OnClonkDeath(this, killed_by);
Fireworks();
Explode(40);
return;

View File

@ -1,4 +1,12 @@
/*-- Gravestones --*/
/**
Gravestone Rule
Dead clonks are replaced by gravestones.
@author Ringwaul
*/
local fade_out;
protected func Initialize()
@ -6,59 +14,81 @@ protected func Initialize()
// Under no circumstance there may by multiple copies of this rule.
if (ObjectCount(Find_ID(Rule_Gravestones)) > 1)
return RemoveObject();
fade_out = nil;
return;
}
public func SetFadeOut(int time)
{
fade_out = time;
return;
}
public func OnClonkDeath(object clonk)
{
// Add a gravestone if the clonk died.
if (!clonk->GetAlive())
AddEffect("AddGravestone", clonk, 1, 1, this);
clonk->CreateEffect(FxAddGravestone, 100, 1, fade_out);
return;
}
public func FxAddGravestoneTimer(object target, proplist effect, int timer)
{
// Wait for the death animation to be over.
if (timer >= 20)
local FxAddGravestone = new Effect
{
Construction = func(int fade_out)
{
AddEffect("IntGravestone", target, 1, nil, this);
return -1;
this.fade_out = fade_out;
},
Timer = func(int time)
{
// Wait for the death animation to be over.
if (time >= 20)
return FX_Execute_Kill;
return FX_OK;
},
Destruction = func(int reason)
{
// Don't do anything if the clonk has been removed.
if (reason == FX_Call_RemoveClear)
return;
// Create the grave and remove the clonk.
this.grave = Target->CreateObjectAbove(Clonk_Grave, 0, 0, Target->GetController());
this.grave->SetInscription(Target);
if (this.fade_out > 0)
this.grave->FadeOut(this.fade_out, true);
Target->RemoveObject();
// Smoke effect.
var particles =
{
Prototype = Particles_Dust(),
R = 200,
G = 100,
B = 50,
Size = PV_KeyFrames(0, 0, 0, 300, 40, 1000, 15)
};
this.grave->CreateParticle("Dust", 0, 0, PV_Random(-3, 3), PV_Random(-3, 3), PV_Random(18, 1 * 36), particles, 6);
}
}
};
public func FxIntGravestoneStart(object clonk, proplist effect)
protected func Activate(int by_plr)
{
effect.grave = clonk->CreateObjectAbove(Clonk_Grave, 0, 0, clonk->GetController());
effect.grave->SetInscription(clonk);
clonk->RemoveObject();
//smoke effect
var particles =
{
Prototype = Particles_Dust(),
R = 200,
G = 100,
B = 50,
Size = PV_KeyFrames(0, 0, 0, 300, 40, 1000, 15)
};
effect.grave->CreateParticle("Dust", 0, 0, PV_Random(-3, 3), PV_Random(-3, 3), PV_Random(18, 1 * 36), particles, 6);
}
public func FxIntGravestoneStop(object clonk, proplist effect, int reason)
{
if (reason != FX_Call_RemoveClear)
{
clonk->Exit();
effect.grave->RemoveObject();
}
}
protected func Activate(int iByPlayer)
{
MessageWindow(GetProperty("Description"), iByPlayer);
MessageWindow(GetProperty("Description"), by_plr);
return true;
}
/*-- Scenario Saving -- */
public func SaveScenarioObject(props)
{
if (!inherited(props, ...)) return false;
if (fade_out != nil)
props->AddCall("FadeOut", this, "SetFadeOut", fade_out);
return true;
}
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";
local Visibility = VIS_Editor;