S t a r t |
Diary |
Download |
Insight |
Questions? |
Food |
Links |
I m p r i n t |
Klick hier für die deutschsprachige Version. |
At this column you can learn to create your own egg-O-shOOter. |
<<< The art of leaving out >>> |
---|
Until now we always used the whole text block of objects to define them. Particularly when defining child objects there are often just a few new variables given. What happens if the text lines defining those insignificant variables are deleted? Well, the standard values or the coordinates of the parent object are used. The standard values are: #1# ObjectNumber=? An object number has to be given, there is no standard value! ObjectFront=1 ObjectStartActive=0 ObjectTexture=-1 If no texture is defined and there is no parent object, the here given object will NOT be activated. ObjectF=-1 ObjectD=-1 ObjectSecMin=-1 ObjectSecMax=-1 No time event is triggered ObjectConnect=-1 Object is not connected ObjectKoordPre=-1 No coordinates are assumed ObjectHitDirection=0 ObjectXMin=0 ObjectXMax=0 ObjectYMin=0 ObjectYMax=0 ObjectDMin=0 ObjectDMax=0 Diameter 0 inhibits the drawing of the object ObjectAMin=0 ObjectAMax=0 ObjectVXMin=0 ObjectVXMax=0 ObjectVYMin=0 ObjectVYMax=0 ObjectVRotMin=0 ObjectVRotMax=0 ObjectRotAxis=3 Rotation around Z-Axis ObjectVGrowMin=0 ObjectVGrowMax=0 ObjectGravMin=0 ObjectGravMax=0 ObjectMoveXMin=-300 ObjectMoveXMax=+300 ObjectMoveYMin=-300 ObjectMoveYMax=+300 ObjectMoveAMin=-360 ObjectMoveAMax=+360 ObjectMoveRMin=0 ObjectMoveRMax=1000 ObjectMoveType=3 ObjectType=1 ObjectBenefitMin=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0 ObjectBenefitMax=*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0,*0 ObjectMirror=0 ObjectMovePointing=0 ObjectHitSound= No sound ObjectAppearSound= No sound ObjectHitTextEnglish= ObjectHitTextGerman= The simplest way to save text, is to leave the lines with the fitting standard values. Looking at static objects you can leave the lines from ObjektVXMin to ObjectMoveRMax, because no speed or rotation axis is needed. If no time event and no bonuses are needed, those lines can be cut, too. Let's use the exhaust hood, whereat just the object number, the texture, the layer and the X- and Y-coordinates are needed. Not to forget the activation at game start and a sound while being hit. To define the exhaust hood we need the following lines: #1# ObjectNumber=1 #1#Dunstabzugshaube / Exhaust hood ObjectStartActive=1 ObjectTexture=9 ObjectXMin=-200 ObjectXMax=+200 ObjectYMin=+170 ObjectYMax=+170 ObjectDMin=190 ObjectDMax=190 ObjectHitSound=objecthit005 Looks much better. Static objects can be defined much faster by leaving unnecessary lines. Moving objects need more lines to be defined, but whenever there are child objects defined, many lines may be left out. Let's define one bouncing egg whereat three flys are coming out of when being hit: Not used for the egg are the variables ObjectFront, ObjectSecMin/Max, ObjectConnect, ObjectKoordPre, ObjectHitDirection, ObjectAMin/Max (because of the fact that the egg is rotating, it may start at the angle of 0 degrees), ObjectRotAxis, ObjectVGrowMin/Max, ObjectGravMin/Max, ObjectMoveRMin/Max, ObjectMoveType, ObjectType, ObjectBenefitMin/Max, ObjectMirror, ObjectMovePointing, ObjectAppearSound and ObjectHitTextEnglish/German. #1# ObjectNumber=2 #1#Ei (Rot) / Egg (Red) ObjectFront=1 ObjectStartActive=1 ObjectTexture=98 ObjectF=H3,H4,H5 ObjectD=H2 ObjectXMin=-800 ObjectXMax=+800 ObjectYMin=-170 ObjectYMax=+200 ObjectDMin=20 ObjectDMax=20 ObjectVXMin=100 ObjectVXMax=200 ObjectVYMin=100 ObjectVYMax=200 ObjectVRotMin=100 ObjectVRotMax=200 ObjectMoveXMin=-800 ObjectMoveXMax=+800 ObjectMoveYMin=-200 ObjectMoveYMax=+200 ObjectHitSound=objecthit014 Adjust the flys to the direction of moving and assume new speed values. Like before, the flies should be deflected by shots and there should be a sound if a fly was hit. You need the following blocks: ObjectNumber=3 #1#Fliege Nummer 1 / Fly number 1 ObjectTexture=11/50,12/50 ObjectF=-1 ObjectD=-1 ObjectKoordPre=2 ObjectHitDirection=1 ObjectVXMin=100 ObjectVXMax=200 ObjectVYMin=100 ObjectVYMax=200 ObjectType=1 ObjectMovePointing=1 ObjectHitSound=objecthit033 ObjectNumber=4 #1#Fliege Nummer 2 / Fly number 2 ObjectTexture=11/50,12/50 ObjectF=-1 ObjectD=-1 ObjectKoordPre=2 ObjectHitDirection=1 ObjectVXMin=100 ObjectVXMax=200 ObjectVYMin=100 ObjectVYMax=200 ObjectType=1 ObjectMovePointing=1 ObjectHitSound=objecthit033 ObjectNumber=5 #1#Fliege Nummer 3 / Fly number 3 ObjectTexture=11/50,12/50 ObjectF=-1 ObjectD=-1 ObjectKoordPre=2 ObjectHitDirection=1 ObjectVXMin=100 ObjectVXMax=200 ObjectVYMin=100 ObjectVYMax=200 ObjectType=1 ObjectMovePointing=1 ObjectHitSound=objecthit033 Therewith our five objects are defined by a clearly fewer number of text lines. |
<<<Back to 'conditioned branching' Continue with frontside - backside>>> |