Bomberman MiniGame: Difference between revisions

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  function onCreated() {
  function onCreated() {
   echo(this.name @ " OnCreated");
   echo(this.name @ " OnCreated");
  SetTimer(9999);
   level.explosionpower = 4; //for powerups with explosion
   level.explosionpower = 4; //for powerups with explosion
   level.numberofbombs = 2; //number of bombs allowed to place at a time
   level.numberofbombs = 2; //number of bombs allowed to place at a time

Revision as of 10:53, 19 June 2021

Welcome to the Bomberman Minigame Tutorial!

Bomberman cover.png

Assets will be available for you to download and follow the tuto.

Since this game is meant to be multiplayer, we will be placing the GameObjects in npc for them to be visible to all the players. (more info on that here: Placing GameObjects in NPC)

First, we'll have the weapon that starts up the game and places the NPCs (found under weapon: Merlin/BomberMan/Game)

function onActionServerside(cmd, x, y) {
  if (cmd == "bomb") {
    temp.pnpc = putnpc2(x, y, "");
    temp.pnpc.join("merlin_bomberman_bomb");
    //temp.pnpc.DropBomb(explvl);
  }
  if (cmd == "level") {
     temp.bombernpc = putnpc2(x, y, "");
     temp.bombernpc.join("merlin_bomberman_level");
  }
}

//#CLIENTSIDE
function onCreated() {
  echo(this.name @ " OnCreated");
  level.explosionpower = 4; //for powerups with explosion
  level.numberofbombs = 2; //number of bombs allowed to place at a time
}

public function Load() {
  echo(this.name @ " LOAD");
  Object::destroy(this.bomberManParentNode);
  if (isObject("bomberman_Quit")) {
    "bomberman_Quit".destroy();
  }
  new GuiButtonCtrl("bomberman_Quit") {
    profile = GuiBlueButtonProfile;
    x = 600;
    y = 200;
    width = 150;
    height = 30;
    text = "bombermanQuit";
  }

  temp.warpLevel = "only_ground.nw";
  temp.warpX = 4.65; 
  temp.warpY = 21.33; 
  temp.warpZ = 0.7; 
  WARPMANAGER.Warp(temp.warpX, temp.warpY ,temp.warpZ ,temp.warpLevel);
  sleep(0.5);
  start(); 
}

function bomberman_Quit.onAction() {
  BomberManQuit();
}

public function BomberManQuit() {
  echo("KartQui warp back to=" @ this.currentLevel @ " x=" @ this.currentX @ " y=" @ this.currentY @ " z=" @ this.currentZ);
  if (isObject("bomberman_Quit")) {
    "bomberman_Quit".destroy();
  }
  PLAYERMOVEMENT.UnFreeze();
  PLAYERMOVEMENT.canJump = true;
  this.GAMEON = false;
  Quattro3D::PlayerCamera::Instance.FreeCam = false;
  findweapon("Merlin/BomberMan/Player").onQuit();
  Object::destroy(this.bomberManParentNode);
  this.bomberManParentNode = null;
}

function start() {
  PLAYERMOVEMENT.canJump = false;
  this.GAMEON = true;
  triggerserver("gui", this.name, "level", -60 , 14);
}

function onKeyPressed(keycode, keychar) {
  if (this.GAMEON == true) {
    if (keycode == "32, ,57") {
      DropBomb();
    }
  }
}

function DropBomb() {
  this.hit = RaycastHit::create();
  done = Physics::Raycast(player.gameobject.transform.position, Vector3::Down, this.hit, 100);
  sleep(0.05);
  triggerserver("gui", this.name, "bomb", this.hit.transform.gameobject.transform.position.x, this.hit.transform.gameobject.transform.position.z);
}