takesDamageBehavior.cs 3.4 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. function TakesDamageBehavior::initialize(%this, %health, %explodeEffect, %spawnEffect, %deathAnimation, %deleteOnDeath)
  23. {
  24. %this.health = %health;
  25. %this.explodeEffect = %explodeEffect;
  26. %this.spawnEffect = %spawnEffect;
  27. %this.deathAnim = %deathAnimation;
  28. %this.deleteOnDeath = %deleteOnDeath;
  29. %this.startHealth = %this.health;
  30. //%this.spawn();
  31. }
  32. //-----------------------------------------------------------------------------
  33. function TakesDamageBehavior::takeDamage(%this, %amount, %assailant)
  34. {
  35. %this.health -= %amount;
  36. if (%this.health <= 0)
  37. {
  38. // This only works on animated sprites
  39. if (%this.deathAnim !$= "")
  40. %this.owner.animation = %this.deathAnim;
  41. if (%this.explodeEffect !$= "")
  42. %this.explode();
  43. %this.kill();
  44. }
  45. }
  46. //-----------------------------------------------------------------------------
  47. function TakesDamageBehavior::kill(%this)
  48. {
  49. %this.owner.setCollisionSuppress();
  50. %this.owner.active = false;
  51. %this.owner.alive = false;
  52. if (%this.deleteOnDeath)
  53. %this.owner.safeDelete();
  54. }
  55. //-----------------------------------------------------------------------------
  56. function TakesDamageBehavior::spawn(%this)
  57. {
  58. %this.health = %this.startHealth;
  59. if ( isObject(%this.spawnEffect) )
  60. {
  61. %particlePlayer = new ParticlePlayer();
  62. %particlePlayer.BodyType = static;
  63. %particlePlayer.SetPosition( %this.owner.getPosition() );
  64. %particlePlayer.SceneLayer = %this.owner.getSceneLayer();
  65. %particlePlayer.ParticleInterpolation = true;
  66. %particlePlayer.Particle = %this.spawnEffect;
  67. SandboxScene.add( %particlePlayer );
  68. }
  69. }
  70. //-----------------------------------------------------------------------------
  71. function TakesDamageBehavior::explode(%this)
  72. {
  73. %particlePlayer = new ParticlePlayer();
  74. %particlePlayer.BodyType = static;
  75. %particlePlayer.SetPosition( %this.owner.getPosition() );
  76. %particlePlayer.SceneLayer = %this.owner.getSceneLayer();
  77. %particlePlayer.ParticleInterpolation = true;
  78. %particlePlayer.Particle = %this.explodeEffect;
  79. SandboxScene.add( %particlePlayer );
  80. }