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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>ANIMATED </b></font><font color="#8080C0" face="Arial" size="1"><br>
Tells the current ship that it should simply cycle through all
tiles in its ressource image, and delay between cycles by the time
defined in the frame definition through the parameter anidelay.
Mutually exclusive with DIRECTED, SHOOTING and TARGETTING within a ship
definition.<br>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>DIRECTED </b></font><font color="#8080C0" face="Arial" size="1"><br>
Tells the current ship that it should display tiles from its
ressource image according to the ships current direction. The tiles in
the image must be ordered from left to right, from top to bottom
(simply reading order), by their direction, starting with a tile that
shows the ship pointing up, the ship image turning clockwise. The
number of tiles you define does not play a role here, Zooom will
automatically do all necessary calculations for you. But to achieve
persuasive illusion of rotation, you should at least specify 18 frames
for the rotation. Mutually exclusive with ANIMATED, SHOOTING and TARGETTING
within a ship definition.<br>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>TARGETTING </b></font><font color="#8080C0" face="Arial" size="1"><br>
Tells the current ship that it should display tiles from its
ressource image according to the current position of the player ship -
the ship seems to always point at the player. The tiles in the image
must be ordered from left to right, from top to bottom (simply reading
order), by their direction, starting with a tile that shows the ship
pointing up, the ship image turning clockwise. The number of tiles you
define does not play a role here, Zooom will automatically do all
necessary calculations for you. But to achieve persuasive illusion of
rotation, you should at least specify 18 frames for the rotation.
Mutually exclusive with ANIMATED, DIRECTED and SHOOTING within a ship
definition.<br>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>SHOOTING </b></font><font color="#8080C0" face="Arial" size="1"><br>
Tells the current ship that it should display its full animation
only when it fires a shot. The number of tiles you
define does not play a role here, Zooom will automatically do all
necessary calculations for you. As the animation is just played first
tile to last tile, the first and last tile should form a
seamless transition.
Mutually exclusive with ANIMATED, DIRECTED and TARGETTING within a ship
definition.<br>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>HITPOINTS
hitpoints </b></font><font color="#8080C0" face="Arial" size="1"><br>
Defines how hard it is to kill the current ship, and how much
damage the player will take when colliding with the current ship.
Hitpoints for the default ships provided with Zooom range from 50 for
the small ships, over 250 for the turrets of capital ships, to 3000
for the end game opponent.<br>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>HITS
OFF </b></font><font color="#8080C0" face="Arial" size="1"><br>
Tells the current ship that it cannot be harmed by player shots.
Usefull for background animations like the bodies of captial ships.<br>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>SCORE
score </b></font><font color="#8080C0" face="Arial" size="1"><br>
Defines how many score points will be awarded to the player if
he kills the active ship.<br>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>EXPLOSION
explosize <br>
</b></font><font color="#8080C0" face="Arial" size="1"> Defines
how big the explosion of the current ship should be. Values may range
from 0 to 4, where 0 suits the smallest ships and 4 is used for
endgame opponents.<br>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>WEAPON
weaponnumber <br>
</b></font><font color="#8080C0" face="Arial" size="1"> Defines
which weapon the current ship will use if told to attack in the level
definition. The following weapon configurations are defined in
Zooom...<br>
0 ... no weapon<br>
1 ... cannon shot, straight down<br>
2 ... cannon shot, in direction of player ship<br>
3 ... cannon shot, in direction of ship<br>
4 ... fireball, straight down<br>
5 ... fireball, in direction of player ship<br>
6 ... fireball, in direction of ship<br>
7 ... laser line, straight down<br>
8 ... fireball, straight down with some deviation<br>
9 ... twin cannon shots, straight down with some
deviations<br>
10 ... overkill, used for endgame opponents<br>
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<td valign="top" align="left"><font color="#8080C0" face="Arial"><b>COMPONENT
shipname offsetx offsety <br>
</b></font><font color="#8080C0" face="Arial" size="1"> This
command is used to construct capital ships and other entities composed
of more than one ship. COMPONENT tells the current ship that when it
is called in a level, it should create subsequent ships of the type
defined with parameter <b>shipname</b> automatically. But this
components are not created as individual ships; Instead, they inherit
all relevant information like position changes or attack mode from
their "parent", namely the ship declaring the component. To
allow for the components to be placed anywhere on their parent,
parameters <b>offsetx</b> and <b>offsety</b> provide the offset
position as compared to the center of the parent ship at which the
component should be placed. <br>
<br>
Note: If the parent of a component is not declared with the option
HITS OFF, and a component is placed inside the parent using the offset
parameters, the player will not be able to kill the components, as all
shots will hit the outlying ship and explode. This can, of course, be
deliberately used to create hard opponents, but when creating capital
ships, your intention is to provide turrets that *can* be killed, so
declare the parents as HITS OFF in this case. By the way, if the
parent is killed, all its components will of course be killed
instantly and automatically.</font>
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<p align="center"><strong><u><font color="#8080FF" face="Arial" size="5"><a name="Examples"></a>Examples</font></u></strong></p>
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<td valign="top" align="left" bgcolor="#808080"><p align="left"><font size="1" face="Arial" color="#C0C0C0">BEGIN<br>
<br>
FRAME jungle_ship00 jungle_ship00 6 6 1<br>
FRAME jungle_ship01 jungle_ship01 4 3 1<br>
FRAME jungle_ship06 jungle_ship06 1 1 1<br>
<br>
SHIP jungle_fighter<br>
FRAME jungle_ship01<br>
HITPOINTS 50<br>
ANIMATED<br>
WEAPON 0 <br>
SCORE 1000<br>
EXPLOSION 1<br>
<br>
SHIP jungle_turret<br>
FRAME jungle_ship00<br>
HITPOINTS 175<br>
TARGETTING<br>
WEAPON 2<br>
SCORE 5000<br>
EXPLOSION 2<br>
<br>
SHIP jungle_destroyer<br>
FRAME jungle_ship05<br>
HITPOINTS 100<br>
HITS OFF<br>
COLLISSIONS OFF<br>
WEAPON 0<br>
SCORE 0<br>
COMPONENT jungleturret -25 -11<br>
<br>
END</font><font color="#8080C0" size="1" face="Arial">
<br>
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