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- //DefaultPlayers.dll; GetPlayer; 1
- //Here go parameters for bullets that are shot forward.
- BulletPause := Dict.GetFloat ('BulletPause', 0.1); //Pause between them.
- BulletSpritePath := Dict.GetString ('BulletSpritePath', 'Player\Bullet.png'); //Frame of that bullet.
- BulletSpriteName := Dict.GetString ('BulletSpriteName', 'Main');
- BulletMaxLifetime := Dict.GetFloat ('BulletMaxLifetime', 2); //Player's bullets usually are destroyed after hit or that time expiring.
- BulletAngle := Dict.GetFloat ('BulletAngle', Pi / 4); //Angle between first and last line. Yeah, angles are in radians!
- BulletVelocity := Dict.GetFloat ('BulletVelocity', 600); //Velocity of each bullet.
- BulletDamage := Dict.GetFloat ('BulletDamage', 1); //That value is directly subtracted from enemy's durability. It can be fractional too.
- BulletExtent := Dict.GetFloat ('BulletExtent', 8); //Radius of bullet's hitbox.
- //Here go parameters for dynamically aiming bullets.
- Bullet2Pause := Dict.GetFloat ('Bullet2Pause', 0.2);
- Bullet2SpritePath := Dict.GetString ('Bullet2SpritePath', 'Player\Bullet.png');
- Bullet2SpriteName := Dict.GetString ('Bullet2SpriteName', 'Main');
- Bullet2MaxLifetime := Dict.GetFloat ('Bullet2MaxLifetime', 1.5);
- Bullet2Angle := Dict.GetFloat ('Bullet2Angle', Pi / 8); //As that for first type, though is used only when player is focused.
- Bullet2Velocity := Dict.GetFloat ('Bullet2Velocity', 400);
- Bullet2Damage := Dict.GetFloat ('Bullet2Damage', 1);
- Bullet2Extent := Dict.GetFloat ('Bullet2Extent', 8);
- Bullet2MaxDist := Sqr (Dict.GetFloat ('Bullet2MaxDist', 400)); //Maximum distance between bullet and enemy. If they are too far, bullet won't aim.
- OptionSpriteName := Dict.GetString ('OptionSpriteName', 'Option'); //Option's frame. It must be located in the same file with main player's frame.
- OptionRotationFrequency := Dict.GetFloat ('OptionRotationFrequency', Pi / 2); //Don't be messed, here's mentioned cyclic frequency, that is Pi*2 times greater that linear one.
- OptionRadius := Dict.GetFloat ('OptionRadius', 64); //Distance between player and options.
- SpritePath := Dict.GetString ('SpritePath', 'Player\Player.png'); //Player's frame.
- SpriteName := Dict.GetString ('SpriteName', 'Player');
- NormalSpeed := Dict.GetFloat ('NormalSpeed', 300); //Player's normal speed.
- FocusedSpeed := Dict.GetFloat ('FocusedSpeed', 70); //Player's speed when focused.
- InitDLife := Dict.GetFloat ('InitDLife', 1); //Player's "extra life seconds" after resurrection.
- MaxDLife := Dict.GetFloat ('MaxDLife', 2); //Maximum "extra life" player can hold.
- DLifeRegen := Dict.GetFloat ('DLifeRegen', 0.1); //Rate of dlife regeneration.
- ResurInvulnerability := Dict.GetFloat ('ResurInvulnerability', 5); //After player's death (lose of all dlife), he's resurrected and becomes invulnerable for specified here amount of time.
- LockdownFactor := Dict.GetFloat ('LockdownFactor', 1); //Bullet's and enemy's lockdown times are multiplied by this value before applying.
- MaxBulletInstCount := Dict.GetInteger ('MaxBulletInstCount', 512); //Internal value.
- NLife := Dict.GetInteger ('InitNLife', 3); //Initial count of whole lifes.
- Invulnerability := Dict.GetFloat ('InitInvulnerability', 10); //Invulnerability after game's start.
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