# Put a random powerup at the center of the old tank
var pos = new Pos(pos.x.floor+0.5, pos.y.floor+0.5)
var powerup = new Powerup(turn.game.story.powerups.rand, pos)
- turn.add new FeatureChangeEvent(powerup, pos)
+ turn.add new FeatureChangeEvent(powerup, null, pos)
# Add some debris around it
var forward = new Pos((pos.x+heading.cos*1.1).floor+0.5, (pos.y+heading.sin*1.1).floor+0.5)
var backward = new Pos((pos.x-heading.cos*1.1).floor+0.5, (pos.y-heading.sin*1.1).floor+0.5)
- turn.add new FeatureChangeEvent(new Feature(turn.game.story.debris, forward), forward)
- turn.add new FeatureChangeEvent(new Feature(turn.game.story.debris, backward), backward)
+ turn.add new FeatureChangeEvent(new Feature(turn.game.story.debris, forward), null, forward)
+ turn.add new FeatureChangeEvent(new Feature(turn.game.story.debris, backward), null, backward)
end
# Intercept collision detection of "absorb" powerups
# Only powerups! absorb them
for powerup in collisions do
if powerup isa Powerup then
- turn.add new FeatureChangeEvent(null, powerup.pos)
+ turn.add new FeatureChangeEvent(null, powerup, powerup.pos)
if powerup.rule.restore_health then
turn.add new TankHealthChange(self, rule.max_health)