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en:guides:beginners:shooting_and_spawners [2018/02/13 20:47 (6 years ago)] – ↷ Links adapted because of a move operation iarwainen:guides:beginners:shooting_and_spawners [2021/07/15 15:10 (3 years ago)] (current) – minor grammar and spelling corrections creampuff
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 Time for our hero to defend himself in the quest to reach the prize. He needs to shoot his gun. Time for our hero to defend himself in the quest to reach the prize. He needs to shoot his gun.
  
-What will we use for a bullet? There a few choices, but we'll go for particle.png in the data/object folder:+What will we use for a bullet? There a few choices, but we'll go for ''particle.png'' in the ''orx/tutorial/data/object'' in the Orx project. And copy this to our ''data/texture'' folder.
  
 {{ :guides:beginners:particle2.png?nolink&100 |}} {{ :guides:beginners:particle2.png?nolink&100 |}}
  
-Define it in the config:+Once copied, define it in the config:
  
 <code=ini> <code=ini>
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 </code> </code>
  
-Any BulletObject that is created will be scaled down a little, sent flying off to to the right, and can only exist for 1 second before auto-destroying.+Any BulletObject that is created will be scaled down a little, sent flying off to to the right, and can only exist for 1 second before being auto-destroyed.
  
-What is the best way to get our hero to shoot lots of these [BulletObject]s? A spawner is the thing to use.+What is the best way to get our hero to shoot lots of these ''BulletObject''s? A spawner is the thing to use.
  
-A spawner can be attached to an object (like our hero) and it can be told to spawn a specific type of object (like a bullet). Let's take this approach to start with. It won't be perfect, but we can always improve it later.+A spawner can be attached to an object (like our hero). And it can be told to spawn a specific type of object (like a bullet). Let's take this approach to start with. It won't be perfect, but we can always improve it later.
  
 Create a spawner for the hero: Create a spawner for the hero:
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 </code> </code>
  
-Some words on the above. This spawner can shoot BulletObjects. It can shoot one at a time with 0.1 seconds between shots.+Some words on the above. This spawner can shoot ''BulletObject''s. It can shoot one at a time with 0.1 seconds between shots.
  
-Time to attach it to the HeroObject:+Time to attach it to the ''HeroObject'':
  
 <code=ini> <code=ini>
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 {{:guides:beginners:beginners-32-shooting.png?nolink|}} {{:guides:beginners:beginners-32-shooting.png?nolink|}}
  
-Great so that's working for us. Now how to stop it from shooting. The only command that is available to us for this purpose is: orxObject_Enable()+Greatso that's working for us. Nowhow to stop it from shooting. The function that is available to us for this purpose is: orxObject_Enable()
  
-If we disabled our hero object, yes it would shop him from shooting, but it would also make him dissapear. Not quite what is expected.+If we disabled our hero object, yes it would stop him from shooting, but it would also make him disappear. Not quite what is expected.
  
 There are a number of ways to solve this situation. Let's go with a simple one. There are a number of ways to solve this situation. Let's go with a simple one.
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 What if the HeroObject had a single empty child object? And what if that child object had the spawner? Because it would be invisible, it wouldn't matter if it was turned on or off. What if the HeroObject had a single empty child object? And what if that child object had the spawner? Because it would be invisible, it wouldn't matter if it was turned on or off.
  
-Define it as the hero's gun:+Define an empty object as the hero's gun:
  
 <code=ini> <code=ini>
 [HerosGun] [HerosGun]
 Spawner         = BulletSpawner Spawner         = BulletSpawner
-Position        = (10-7, 0)+Position        = (00, 0)
 </code> </code>
  
-Remove the spawner from the hero object. Make HerosGun a child of HeroObject:+Remove the spawner from the hero object, and make ''HerosGun'' a child of ''HeroObject'':
  
 <code=ini> <code=ini>
 [HeroObject] [HeroObject]
 Graphic      = HeroGraphic Graphic      = HeroGraphic
-Position     = (50400, 0)+Position     = (-350100, 0)
 Scale        = 2 Scale        = 2
 AnimationSet = HeroAnimationSet AnimationSet = HeroAnimationSet
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 </code> </code>
  
-Now that you have the reference, turn off the object at the bottom of the Init() function:+Now that you have the reference, turn off the ''herosGun'' immediately after creating it:
  
 <code=cpp> <code=cpp>
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 Compile and run. Compile and run.
  
-Hmmm... his bullets don't go left when the hero faces left. Change the spawner:+Hmmm... His bullets don't go left when the hero faces left. Change the spawner by adding ''ObjectSpeed'' and ''UseRelativeSpeed'' properties:
  
 <code=ini> <code=ini>
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 </code> </code>
  
-The ObjectSpeed property overrides the Speed property in the BulletObject (no it's not really needed anymore) and the UseRelativeSpeed means the ObjectSpeed with be applied relative to the direction of the spawner.+The ''ObjectSpeed'' property overrides the ''Speed'' property in the ''BulletObject'' (no it's not really needed anymore) and the ''UseRelativeSpeed'' means the ''ObjectSpeed'' with be applied relative to the direction of the spawner.
  
 Compile and Run. Compile and Run.
  
-Fantastic! Our hero can now run, jump and shoot.+Fantastic! Our hero can now run, jumpand shoot.
  
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en/guides/beginners/shooting_and_spawners.1518583677.txt.gz · Last modified: 2018/02/14 00:47 (6 years ago) (external edit)