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Oct 22nd, 2012
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  1. //DefaultEnemies.dll; GetEnemy; 1
  2. //Debug enemy. It's hardly coded to move down with certain speed.
  3. //It starts defined number of defined attacks with a period defined...
  4.   PEnemyData (Enemy.Data).Period := Dict.GetFloat ('Period', 1); //...here.
  5.   PEnemyData (Enemy.Data).Time := PEnemyData (Enemy.Data).Period - Dict.GetFloat ('FirstPause', 0); //Pause before first attack
  6.   PEnemyData (Enemy.Data).AttackPath := Dict.GetString ('AttackPath', '\Attacks\DefaultAttacks.bulletattacks'); //Here...
  7.   PEnemyData (Enemy.Data).AttackName := Dict.GetString ('AttackName', 'SimpleLine'); //...and here we define which attack enemy should start.
  8.   Enemy.SpritePath := Dict.GetString ('SpritePath', '\Enemies\Enemy.png'); //Enemy's frame...
  9.   Enemy.SpriteName := Dict.GetString ('SpriteName', '0'); //...here.
  10.   Enemy.Lifetime := - Dict.GetFloat ('MinLifetime', 0); //Minimum lifetime, similar to bullet's one.
  11.   Enemy.MaxLifeTime := Dict.GetFloat ('MaxLifetime', 1); //That too.
  12.   Enemy.HitboxExtent := Dict.GetFloat ('HitboxExtent', 16); //Similar to bullet's.
  13.   Enemy.LockdownTime := Dict.GetFloat ('LockdownTime', 0.1); //Enemy can hit player too. It uses the same system as bullets do, that which involves "lockdown".
  14.   Enemy.Durability := Dict.GetFloat ('Durability', 1); //It's like an initial hitpoint count; though durability can be fractional.
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