<- CRPL reference <- Movement Commands

SetTargetOffsetY

ArgumentsResultNotation
Y pixel offset y1 –

Description

Changes where beams and snipers appear to strike without affecting target selection. This means that fake spores could be created that appear to dramatically arc through the air without the need for players to put all their beam towers at the top of the map.

Offset is measured in pixels, there is eight pixels to a square. positive is in the up direction.

Examples

#External variables allowing us to determine the speed and destination of our fake spores
$Tx:50
$Ty:50
$Payload:20
$Speed:1.0

  #Alpha goes from 0 to 1 as the spore goes from start to end
  <-alpha <-step add ->alpha
  
  #When it hits one, blow up
  <-alpha 1 gte if
    TRUE ->destruct
    Self 1 damage
  endif

  #Precisely with pixel accuracy set the position of the spore
  Self CONST_PIXELCOORDX 
      <-startX 1 <-alpha sub mul <-endX <-alpha mul add
      SetUnitAttribute
  Self CONST_PIXELCOORDY 
      <-startY 1 <-alpha sub mul <-endY <-alpha mul add
      SetUnitAttribute
      
  #Calculate the height of our arc. Here we set the arc height to 100 pixels
  1 <-alpha 2 mul 1 sub dup mul sub 100 mul ->height
  
  #Offset our image to the height.
  self "main" <-height SetImagePositionY
  #Offset targeting to the height.
  <-height SetTargetOffsetY
  #Change the size of the image based on the height.
  self "main" <-height 50 add 75 div dup SetImageScale

:awake
once 
  0 ->alpha  
  FALSE ->destruct

  #These are the unit constants that absolutely must be set for this type of enemy.
  #You will probably want to set others as well.
  self CONST_TAKEMAPSPACE FALSE SetUnitAttribute
  self CONST_BEAMTARGET TRUE SetUnitAttribute
  
  #Calculate start and end coordinates in pixel space
  CurrentCoords CellToPixel ->startY ->startX
  <-Tx <-Ty CellToPixel ->endY ->endX
  <-startX <-endX sub dup mul <-startY <-endY sub dup mul add sqrt ->dist
  
  #Determine move speed based on distance and desired speed
  <-Speed <-dist 100 add div ->step 
endonce

:destroyed
  <-destruct if
    #if we landed, release creeper
    CurrentCoords <-Payload AddCreeper
    "Weapons15" PlaySound
  else
    #if we did not, forget the creeper
    "Explosion4" PlaySound
  endif