- players are given default weapons upon creation
- Players can die and leave behind a temporary dead body (they fade away) Edit: There used to be a seperate deadbody.bb file but then I realised I could just use your particles..
Re-jig the order in the engine.bb with these bits: The weapons get created before we make the players so we can equip the weapon when we create the players.
Change this bit in players.bb. It gives the player their default weapon depending on their class:
add this to the top of the particles.bb
Update this bit in players.bb->affect health
Also, you might want to change this in the script.bb->handleRunningScripts functions to only draw when in debugmode
- Players can die and leave behind a temporary dead body (they fade away) Edit: There used to be a seperate deadbody.bb file but then I realised I could just use your particles..
Re-jig the order in the engine.bb with these bits: The weapons get created before we make the players so we can equip the weapon when we create the players.
btext 40,190,"Clearing VIS...":Flip ClearVis() btext 40,200,"Creating Weapons...":Flip ; create the weapons we want in the game ;createWeapon.weapon... ; ...(id,name$, dmg#,maxclp,aiac, rate,speed#,bullettype, frame,s1$="",s2$="",s3$="") createWeapon(1,weaponBroadhurst, 1.5, 5, 25, 100, 3.0, 2, 21, "sfx\mgun.mp3", "", "sfx\pistolreload1.mp3") createWeapon(2,weaponDalton, 10.0, 1, 25, 500, 6.3, 1, 22, "", "", "") createWeapon(3,weaponRobinson, 8.0, 5, 25, 300, 7.6, 0, 23, "", "", "") createWeapon(4,weaponRyxx, 0.4, 5, 25, 100, 3.0, -1, 24, "", "", "") createWeapon(5,weaponStyrling, 1.5, 5, 25, 100, 3.0, 3, 25, "", "", "") createWeapon(6,weaponImpact, 1.5, 5, 25, 100, 3.0, 3, 26, "", "", "") ; **************** TEMP BIT ****************** ; create 20 aliens in random places If False btext 40,210,"Creating aliens...":Flip For n=1 To 10 Repeat x=Rand(100,2000) y=Rand(100,2000) Until gettile(x,y,0)=0 spawnalien(x,y,n,Rand(2,3)) Next EndIf ; ************ End of TEMP BIT *************** btext 40,220,"Creating Player/s...":Flip ;Player Initialization - name, x, y, id Player_Create.player("meeeeee",player_one_start_x,player_one_start_y,1,"light") ;Player_Create.player("player3",player_two_start_x,player_two_start_y,2)
Change this bit in players.bb. It gives the player their default weapon depending on their class:
Select Lower(kind) Case "light": filename$="gfx/player2.png" allowPlayerToHaveTheseWeapons(pl,1+2+4) ; all weapons speed#=1.5 ;default weapon when you start giveWeaponToPlayer(pl,getWeaponFromName(weaponBroadhurst)) Case "medium" filename$="gfx/player3.png" allowPlayerToHaveTheseWeapons(pl,4+8+16) ; all weapons speed#=1.0 giveWeaponToPlayer(pl,getWeaponFromName(weaponRobinson)) Case "heavy" filename$="gfx/player3.png" allowPlayerToHaveTheseWeapons(pl,8+16+32) ; all weapons speed#=0.7 giveWeaponToPlayer(pl,getWeaponFromName(weaponRyxx)) End Select
add this to the top of the particles.bb
Global dead_body_1 = LoadImage("gfx\body.png"): MaskImage dead_body_1,255,0,255
Update this bit in players.bb->affect health
If p\health =< 0 Then ; rebirth p\health = 100 p\lives=p\lives-1 DebugLog "player "+p\id+" dies..." ; create dead body here createparticle(p\x,p\y,0,0,5000,0,0,dead_body_1,ImageWidth(dead_body_1)/2,1) ; create death splat *temp* n=Rand(20)+5 For i=1 To n d=Rand(359) f=Rand(12,15) createparticle(p\x,p\y,Sin(d)*2,Cos(d)*2,Rand(10,100),f,f,particles,16) Next ; move then to the start position If p=First player p\x=player_one_start_x p\y=player_one_start_y Else p\x=player_two_start_x p\y=player_two_start_y EndIf ; should we allow the player to keep their weapons or ; make their weapons drop onto the floor so they can pick them up? ; play spinny animation here If p\lives=0 ; replaced with end of game bit Cls Print "End of game" WaitKey End EndIf EndIf End Function
Also, you might want to change this in the script.bb->handleRunningScripts functions to only draw when in debugmode
If debugmode dcircle(i\x*32,i\y*32,32,255,0,0) dtext(i\x*32,i\y*32,i\l+"/"+i\loops) EndIf