zombiesurvival-evolved/gamemodes/zombiesurvival/entities/effects/hit_zeus.lua

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function EFFECT:Init(effectdata)
local pos = effectdata:GetOrigin()
self.Pos = pos
local normal = effectdata:GetNormal()
self.Alpha = 255
self.Life = 0
sound.Play("ambient/office/zap1.wav", pos, 80, math.random(165, 180))
local emitter = ParticleEmitter(pos)
emitter:SetNearClip(24, 32)
for i=1, 15 do
local particle = emitter:Add("sprites/glow04_noz", pos)
particle:SetDieTime(0.5)
particle:SetColor(50,125,255)
particle:SetStartAlpha(255)
particle:SetEndAlpha(0)
particle:SetStartSize(2)
particle:SetEndSize(4)
particle:SetVelocity((normal + VectorRand()):GetNormal() * 700)
particle:SetGravity(VectorRand() * 20 + Vector(0, 0, -100))
particle:SetCollide(true)
particle:SetBounce(0.75)
particle:SetAirResistance(12)
end
for i=0,5 do
particle = emitter:Add("sprites/glow04_noz", pos)
particle:SetVelocity(VectorRand() * 5)
particle:SetDieTime(0.3)
particle:SetStartAlpha(255)
particle:SetEndAlpha(0)
particle:SetStartSize(math.Rand(47, 49))
particle:SetEndSize(0)
particle:SetRoll(math.Rand(-0.8, 0.8))
particle:SetRollDelta(math.Rand(-3, 3))
particle:SetColor(55, 136, 245)
end
emitter:Finish() emitter = nil collectgarbage("step", 64)
end
function EFFECT:Think()
self.Life = self.Life + FrameTime() * 4
self.Alpha = 255 * (1 - self.Life)
return self.Life < 1
end
local glowmat = Material("sprites/glow04_noz")
local matTrail = Material("trails/laser")
function EFFECT:Render()
local pos = self.Pos
render.SetMaterial(glowmat)
render.DrawSprite(pos, 60, 60, Color(70, 140, 255, self.Alpha))
render.SetMaterial(matTrail)
for i=1, 8 do
local dir = VectorRand():GetNormal()
render.DrawBeam(pos, pos + dir * 30 * self.Alpha/255, 15, i, 3 + i, Color(70, 140, 250))
end
end