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- //DefaultAttacks.dll; Attack; 0
- //String of statically aimed bullets shot from enemy's center
- PAttackData (Attack.Data).i := Dict.GetInteger ('Count', 1); //Number of bullets
- PAttackData (Attack.Data).Velocity := Dict.GetFloat ('Velocity', 100); //Velocity of each bullet
- PAttackData (Attack.Data).Pause := Dict.GetFloat ('Pause', 0.1); //Pause between single bullets
- PAttackData (Attack.Data).BulletSpritePath := Dict.GetString ('BulletSpritePath', '\Attacks\DotBullet.png'); //Here...
- PAttackData (Attack.Data).BulletSpriteName := Dict.GetString ('BulletSpriteName', 'White'); //...and here is definition of "frame", you can interpret it as certain animation
- PAttackData (Attack.Data).BulletMinLifetime := Dict.GetFloat ('BulletMinLifetime', 0); //Minimum lifetime of bullet. Usually it cannot be removed until that time will expire. Though, I'm going to change the meaning of that value.
- PAttackData (Attack.Data).BulletMaxLifetime := Dict.GetFloat ('BulletMaxLifetime', 1); //Maximum lifetime. Usually bullet cannot live longer than that time.
- PAttackData (Attack.Data).BulletHitboxExtent := Dict.GetFloat ('BulletHitboxExtent', 5); //Radius of bullet's hitbox. Assume that player's one is a dot, not circle.
- PAttackData (Attack.Data).BulletLockdownTime := Dict.GetFloat ('BulletLockdownTime', 0.1); //Did you see "extra life time"? When player is hit, it becomes uncontrollable on certain time, that is defined here. Also, while player is locked, "extra time" is draining.
- Attack.DefaultBulletCount := Dict.GetInteger ('DefaultBulletCount', PAttackData (Attack.Data).i); //Internal value. You shouldn't alter it.
- Attack.BulletCountIncrease := Dict.GetInteger ('BulletCountIncrease', 1); //That too.
- Attack.Lifetime := - Dict.GetFloat ('MinLifeTime', 0.1); //Minimum lifetime of whole attack. Shouldn't be set to 0, because in that case it can be removed due to emptyness before any bullet is created.
- Attack.MaxLifeTime := Dict.GetFloat ('MaxLifeTime', Infinity); //Maxmum lifetime of whole attack. As bullet's one; though, attack destroying will cause all its bullets to destroy as well.
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