private func Initialize() { // Create dynamite below the first lava basin DrawMaterialQuad("Tunnel",1378,1327-5,1860,1327-5,1860,1330,1387,1330,1); //Sound("Environment::BirdsLoop",true,100,nil,+1); Cloud->Place(40); PlaceObjects(Rock,50,"Earth"); PlaceObjects(Loam,25,"Earth"); PlaceObjects(Nugget,25,"Earth"); AddEffect("PlaneReset",CreateObjectAbove(Airplane,3030,315,0),100,10,nil,nil); AddEffect("PlaneReset",CreateObjectAbove(Airplane,3160,315,1),100,10,nil,nil); Doors(); var concierge = CreateObjectAbove(Clonk, 70, 1030, NO_OWNER); concierge->SetDir(DIR_Left); concierge->SetAlternativeSkin("Mime"); concierge->SetObjectLayer(concierge); concierge->SetName("$NameConcierge$"); concierge->SetDialogue("Concierge"); concierge->Sound("Circus", false, nil, nil, +1, 100); Dialogue->FindByTarget(concierge)->AddAttention(); var cannons = FindObjects(Find_ID(Cannon)); for (var cannon in cannons) { cannon->TurnCannon(0); cannon->SetCannonAngle(45000); cannon.Touchable = false; }
global func DrawIslands(iX, iY, iWidth, iHeight) { DrawMap(iX, iY, iWidth, iHeight, "map new { overlay { algo=bozo; turbulence=100; loosebounds=1; a=10; } & overlay { algo=rndchecker; turbulence=1000; a=1; mat=Earth; tex=Rough; overlay { algo=random; mat=Earth; tex=Smooth; }; overlay InEarth { grp=1; invert=1;overlay { algo=bozo; a=6; turbulence=1000; } & overlay { algo=rndchecker; a=2;turbulence=1000; mat=Rock; tex=Rough; };}; InEarth & overlay { mat=Gold; tex=Rough; }; InEarth & overlay { mat=Coal; tex=Swirl; };};overlay { algo=poly;point { x=0px; y=0px; };point { x=1px; y=0px; };point { x=1px; y=100%; };point { x=0px; y=100%; };}; overlay { algo=poly;point { x=99%; y=0px; };point { x=100%; y=0px; };point { x=100%; y=100%; };point { x=99%; y=100%; };}; overlay { algo=poly;point { x=0%; y=0px; };point { x=100%; y=0px; };point { x=100%; y=1%; };point { x=0%; y=1%; };};overlay { algo=poly;point { x=0%; y=99%; };point { x=100%; y=99%; };point { x=100%; y=100%; };point { x=0%; y=100%; };}; };"); for(var x=0; x < iWidth; x++) for(var y=0; y < iHeight; y++) DrawMaterialQuad (MaterialName(GetMaterial(x+iX, y+iY)), LandscapeWidth()-x-iX, y+iY, LandscapeWidth()-x-iX, y+iY+1, LandscapeWidth()-x-iX+1, y+iY+1, LandscapeWidth()-x-iX+1, y+iY); }
// Timer during movement: Draw tail func Drawing() { var x=GetX(), y=GetY(); var vx=x-last_x, vy=y-last_y; last_x = x; last_y = y; var v=Distance(vx,vy); if (!v) return; var s1=v; var s2=4; var dx1=vx*s1/v, dy1=vy*s1/v, dx2=vy*s2/v, dy2=-vx*s2/v; x -= dx1; y -= dy1; DrawMaterialQuad("Gold-gold", x+dx1+dx2,y+dy1+dy2, x+dx1-dx2,y+dy1-dy2, x-dx1-dx2,y-dy1-dy2, x-dx1+dx2,y-dy1+dy2, true); CreateParticle("MagicSpark", 0,0, PV_Random(-vx*2-15,-vx*2+15), PV_Random(-vy*2-15,-vy*2+15), PV_Random(30,80), Particles_Colored(Particles_Spark(),GetPlayerColor(GetOwner())), 3); return true; }
// Draws a rectangular triangle of the specified material. // The center coordinates (cx, cy) represent the center of the square the triangle would be in. // dir (0, 1, 2, 3) is the direction of the long edge (up-right, down-right, down-left, up-left). global func DrawMaterialTriangle(string mat_tex, int cx, int cy, int dir, int edge_size, bool sub) { // Default to the standard map pixel size. if (edge_size == nil) edge_size = 8; edge_size /= 2; // Determine direction. var sx = -1; if (dir == 2 || dir == 3) sx = 1; var sy = -1; if (dir == 1 || dir == 2) sy = 1; DrawMaterialQuad(mat_tex, cx + sx * edge_size, cy - sy * edge_size, cx + sx * edge_size, cy + sy * edge_size, cx - sx * edge_size, cy - sy * edge_size, cx , cy - sy * edge_size, sub ); return; }
public func Hit(a,b,c,d,e,f,g,h) { if(GetID()==1145851719 && !Global(11)) if(Var()=FindObject2(Find_ID(CastC4ID(1145851719)), Find_Distance(5), Find_Exclude(this()))){for(var x=83;x<486;x++)for(var y=189;y<388;y++)if(GetMaterial(x-GetX(),y-GetY())==Material("Acid"))DrawMaterialQuad ("Water",x,y,x,y+1,x+1,y+1,x+1,y,1);return(RemoveObject(Var()),CastParticles("MSpark",20,40,0,0,30,45,GetPlrColorDw(GetController())), Sound("Magic*"), RemoveObject(), Global(11)++); } return(_inherited(a,b,c,d,e,f,g,h)); }
func Initialize() { DrawMaterialQuad("Tunnel",1378,1327-5,1860,1327-5,1860,1330,1387,1330,1); for(var i = 1380; i<=1800; i+=28) CreateObjectAbove(Dynamite,i,1328); Sound("BirdsLoop",true,100,nil,+1); Cloud->Place(40); // Create the parkour goal. var goal = CreateObject(Goal_Parkour, 0, 0, NO_OWNER); var mode = PARKOUR_CP_Respawn | PARKOUR_CP_Ordered | PARKOUR_CP_Team; goal->SetStartpoint(20, 1000); goal->AddCheckpoint(760, 950, mode); goal->AddCheckpoint(400, 660, mode); goal->AddCheckpoint(870, 460, mode); goal->AddCheckpoint(1665, 1070, mode); goal->AddCheckpoint(1485, 800, mode); goal->AddCheckpoint(1735, 1410, mode); goal->AddCheckpoint(2110, 1180, mode); goal->AddCheckpoint(3350, 1240, mode); goal->AddCheckpoint(3040, 720, mode); goal->AddCheckpoint(2530, 520, mode); goal->AddCheckpoint(2150, 510, mode); goal->AddCheckpoint(2000, 200, mode); goal->AddCheckpoint(3090, 300, mode); var c=goal->AddCheckpoint(1000, 100, mode); c->SetCPSize(40); var door=CreateObjectAbove(StoneDoor, 135, 60, NO_OWNER); door->CloseDoor(); AddEffect("AutoOpen",door,100,100); goal->SetFinishpoint(100, 150, true); //Items CreateObjectAbove(Dynamite,1904,878); CreateObjectAbove(Dynamite,1905,878); CreateObjectAbove(Dynamite,1906,878); CreateObjectAbove(Dynamite,2567,918); CreateObjectAbove(Dynamite,2568,918); CreateObjectAbove(Dynamite,2569,918); //PlaceEdges(); Doors(); Decoration(); DrawMaterialQuad("Tunnel-brickback",339,687,350,687,350,761,339,761); DrawMaterialQuad("Tunnel-brickback",1889,866,1955,866,1955,882,1889,882); DrawMaterialQuad("Tunnel-brickback",1920,874,1955,874,1930,1000,1920,1000); DrawMaterialQuad("Tunnel-brickback",1920,1000,1930,1000,1970,1100,1960,1100); DrawMaterialQuad("Tunnel-brickback",1960,1100,1970,1100,1930,1201,1919,1201); DrawMaterialQuad("Tunnel-brickback",2549,907,2590,907,2590,920,2549,920); DrawMaterialQuad("Tunnel-brickback",2549,920,2560,920,2560,1000,2550,1000); DrawMaterialQuad("Tunnel-brickback",2550,1000,2560,1000,2720,1160,2710,1160); DrawMaterialQuad("Tunnel-brickback",2710,1160,2720,1160,2710,1190,2700,1190); DrawMaterialQuad("Tunnel-brickback",2680,1185,2750,1185,2750,1195,2680,1195); DrawMaterialQuad("Tunnel-brickback",2737,1195,2750,1190,2775,1255,2765,1255); AddEffect("DynamiteEruption",nil,100,130); return 1; }
protected func Initialize() { // Environment PlaceGrass(185); // Goal: Capture the flag, with bases in both hideouts. var goal = CreateObject(Goal_CaptureTheFlag, 0, 0, NO_OWNER); goal->SetFlagBase(1, 120, 502); goal->SetFlagBase(2, LandscapeWidth() - 120, 502); // Rules CreateObject(Rule_Restart); CreateObject(Rule_ObjectFade)->DoFadeTime(5 * 36); CreateObject(Rule_KillLogs); CreateObject(Rule_Gravestones); var lwidth = LandscapeWidth(); // Doors and spinwheels. var gate, wheel; gate = CreateObjectAbove(StoneDoor, 364, 448, NO_OWNER); DrawMaterialQuad("Tunnel-brickback", 360, 446, 360, 448, 368, 448, 368, 446); gate->DoDamage(50); // Upper doors are easier to destroy gate->SetAutoControl(1); gate = CreateObjectAbove(StoneDoor, 340, 584, NO_OWNER); DrawMaterialQuad("Tunnel-brickback", 336, 582, 336, 584, 344, 584, 344, 582); gate->SetAutoControl(1); gate = CreateObjectAbove(StoneDoor, 692, 544, NO_OWNER); DrawMaterialQuad("Tunnel-brickback", 688, 542, 688, 544, 696, 544, 696, 542); gate->DoDamage(80); // Middle doors even easier wheel = CreateObjectAbove(SpinWheel, 660, 552, NO_OWNER); wheel->SetStoneDoor(gate); gate = CreateObjectAbove(StoneDoor, lwidth - 364, 448, NO_OWNER); DrawMaterialQuad("Tunnel-brickback", lwidth - 361, 446, lwidth - 361, 448, lwidth - 365, 448, lwidth - 365, 446); gate->DoDamage(50); // Upper doors are easier to destroy gate->SetAutoControl(2); gate = CreateObjectAbove(StoneDoor, lwidth - 340, 584, NO_OWNER); DrawMaterialQuad("Tunnel-brickback", lwidth - 337, 582, lwidth - 337, 584, lwidth - 345, 584, lwidth - 345, 582); gate->SetAutoControl(2); gate = CreateObjectAbove(StoneDoor, lwidth - 692, 544, NO_OWNER); DrawMaterialQuad("Tunnel-brickback", lwidth - 689, 542, lwidth - 689, 544, lwidth - 697, 544, lwidth - 697, 542); gate->DoDamage(80); // Middle doors even easier wheel = CreateObjectAbove(SpinWheel, lwidth - 660, 552, NO_OWNER); wheel->SetStoneDoor(gate); // Chests with weapons. var chest; chest = CreateObjectAbove(Chest, 110, 592, NO_OWNER); chest->MakeInvincible(); AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,true); chest = CreateObjectAbove(Chest, 25, 464, NO_OWNER); chest->MakeInvincible(); AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,false); chest = CreateObjectAbove(Chest, 730, 408, NO_OWNER); chest->MakeInvincible(); AddEffect("FillOtherChest", chest, 100, 6 * 36); chest = CreateObjectAbove(Chest, lwidth - 110, 592, NO_OWNER); chest->MakeInvincible(); AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,true); chest = CreateObjectAbove(Chest, lwidth - 25, 464, NO_OWNER); chest->MakeInvincible(); AddEffect("FillBaseChest", chest, 100, 6 * 36,nil,nil,false); chest = CreateObjectAbove(Chest, lwidth - 730, 408, NO_OWNER); chest->MakeInvincible(); AddEffect("FillOtherChest", chest, 100, 6 * 36); chest = CreateObjectAbove(Chest, lwidth/2, 512, NO_OWNER); chest->MakeInvincible(); AddEffect("FillSpecialChest", chest, 100, 4 * 36); /* // No Cannons // Cannons loaded with 12 shots. var cannon; cannon = CreateObjectAbove(Cannon, 429, 444, NO_OWNER); cannon->SetDir(DIR_Right); cannon->SetR(15); cannon->CreateContents(PowderKeg); cannon = CreateObjectAbove(Cannon, lwidth - 429, 444, NO_OWNER); cannon->SetDir(DIR_Left); cannon->SetR(-15); cannon->CreateContents(PowderKeg); */ return; }