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Oct 22nd, 2012
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Delphi 3.32 KB | None | 0 0
  1. //DefaultPlayers.dll; GetPlayer; 1
  2. //Here go parameters for bullets that are shot forward.
  3.       BulletPause := Dict.GetFloat ('BulletPause', 0.1); //Pause between them.
  4.       BulletSpritePath := Dict.GetString ('BulletSpritePath', 'Player\Bullet.png'); //Frame of that bullet.
  5.       BulletSpriteName := Dict.GetString ('BulletSpriteName', 'Main');
  6.       BulletMaxLifetime := Dict.GetFloat ('BulletMaxLifetime', 2); //Player's bullets usually are destroyed after hit or that time expiring.
  7.       BulletAngle := Dict.GetFloat ('BulletAngle', Pi / 4); //Angle between first and last line. Yeah, angles are in radians!
  8.       BulletVelocity := Dict.GetFloat ('BulletVelocity', 600); //Velocity of each bullet.
  9.       BulletDamage := Dict.GetFloat ('BulletDamage', 1); //That value is directly subtracted from enemy's durability. It can be fractional too.
  10.       BulletExtent := Dict.GetFloat ('BulletExtent', 8); //Radius of bullet's hitbox.
  11. //Here go parameters for dynamically aiming bullets.
  12.       Bullet2Pause := Dict.GetFloat ('Bullet2Pause', 0.2);
  13.       Bullet2SpritePath := Dict.GetString ('Bullet2SpritePath', 'Player\Bullet.png');
  14.       Bullet2SpriteName := Dict.GetString ('Bullet2SpriteName', 'Main');
  15.       Bullet2MaxLifetime := Dict.GetFloat ('Bullet2MaxLifetime', 1.5);
  16.       Bullet2Angle := Dict.GetFloat ('Bullet2Angle', Pi / 8); //As that for first type, though is used only when player is focused.
  17.       Bullet2Velocity := Dict.GetFloat ('Bullet2Velocity', 400);
  18.       Bullet2Damage := Dict.GetFloat ('Bullet2Damage', 1);
  19.       Bullet2Extent := Dict.GetFloat ('Bullet2Extent', 8);
  20.       Bullet2MaxDist := Sqr (Dict.GetFloat ('Bullet2MaxDist', 400)); //Maximum distance between bullet and enemy. If they are too far, bullet won't aim.
  21.       OptionSpriteName := Dict.GetString ('OptionSpriteName', 'Option'); //Option's frame. It must be located in the same file with main player's frame.
  22.       OptionRotationFrequency := Dict.GetFloat ('OptionRotationFrequency', Pi / 2); //Don't be messed, here's mentioned cyclic frequency, that is Pi*2 times greater that linear one.
  23.       OptionRadius := Dict.GetFloat ('OptionRadius', 64); //Distance between player and options.
  24.     SpritePath := Dict.GetString ('SpritePath', 'Player\Player.png'); //Player's frame.
  25.     SpriteName := Dict.GetString ('SpriteName', 'Player');
  26.     NormalSpeed := Dict.GetFloat ('NormalSpeed', 300); //Player's normal speed.
  27.     FocusedSpeed := Dict.GetFloat ('FocusedSpeed', 70); //Player's speed when focused.
  28.     InitDLife := Dict.GetFloat ('InitDLife', 1); //Player's "extra life seconds" after resurrection.
  29.     MaxDLife := Dict.GetFloat ('MaxDLife', 2); //Maximum "extra life" player can hold.
  30.     DLifeRegen := Dict.GetFloat ('DLifeRegen', 0.1); //Rate of dlife regeneration.
  31.     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.
  32.     LockdownFactor := Dict.GetFloat ('LockdownFactor', 1); //Bullet's and enemy's lockdown times are multiplied by this value before applying.
  33.     MaxBulletInstCount := Dict.GetInteger ('MaxBulletInstCount', 512); //Internal value.
  34.     NLife := Dict.GetInteger ('InitNLife', 3); //Initial count of whole lifes.
  35.     Invulnerability := Dict.GetFloat ('InitInvulnerability', 10); //Invulnerability after game's start.
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