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        <td valign="top" align="left"><font color="#8080C0" face="Arial"><b>ANIMATED&nbsp;</b></font><font color="#8080C0" face="Arial" size="1"><br>
          &nbsp;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>
          </font>

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        <td valign="top" align="left"><font color="#8080C0" face="Arial"><b>DIRECTED&nbsp;</b></font><font color="#8080C0" face="Arial" size="1"><br>
          &nbsp;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>
          </font>

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        <td valign="top" align="left"><font color="#8080C0" face="Arial"><b>TARGETTING&nbsp;</b></font><font color="#8080C0" face="Arial" size="1"><br>
          &nbsp;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>
          </font>

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        <td valign="top" align="left"><font color="#8080C0" face="Arial"><b>SHOOTING&nbsp;</b></font><font color="#8080C0" face="Arial" size="1"><br>
          &nbsp;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&nbsp; to last tile, the first and last tile&nbsp; should form a
          seamless transition.
          Mutually exclusive with ANIMATED, DIRECTED and TARGETTING within a ship
          definition.<br>
          </font>

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        <td valign="top" align="left"><font color="#8080C0" face="Arial"><b>HITPOINTS
          hitpoints&nbsp;</b></font><font color="#8080C0" face="Arial" size="1"><br>
          &nbsp;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>
          </font>

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        <td valign="top" align="left"><font color="#8080C0" face="Arial"><b>HITS
          OFF&nbsp;</b></font><font color="#8080C0" face="Arial" size="1"><br>
          &nbsp;Tells the current ship that it cannot be harmed by player shots.
          Usefull for background animations like the bodies of captial ships.<br>
          </font>

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        <td valign="top" align="left"><font color="#8080C0" face="Arial"><b>SCORE
          score&nbsp;</b></font><font color="#8080C0" face="Arial" size="1"><br>
          &nbsp;Defines how many score points will be awarded to the player if
          he kills the active ship.<br>
          </font>

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        <td valign="top" align="left"><font color="#8080C0" face="Arial"><b>EXPLOSION
          explosize&nbsp;<br>
          </b></font><font color="#8080C0" face="Arial" size="1">&nbsp;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>
          </font>

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        <td valign="top" align="left"><font color="#8080C0" face="Arial"><b>WEAPON
          weaponnumber&nbsp;<br>
          </b></font><font color="#8080C0" face="Arial" size="1">&nbsp;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>
          &nbsp;&nbsp; 0 ... no weapon<br>
          &nbsp;&nbsp; 1 ... cannon shot, straight down<br>
          &nbsp;&nbsp; 2 ... cannon shot, in direction of player ship<br>
          &nbsp;&nbsp; 3 ... cannon shot, in direction of ship<br>
          &nbsp;&nbsp; 4 ... fireball, straight down<br>
          &nbsp;&nbsp; 5 ... fireball, in direction of player ship<br>
          &nbsp;&nbsp; 6 ... fireball, in direction of ship<br>
          &nbsp;&nbsp; 7 ... laser line, straight down<br>
          &nbsp;&nbsp; 8 ... fireball, straight down with some deviation<br>
          &nbsp;&nbsp; 9 ... twin cannon shots, straight down with some
          deviations<br>
          &nbsp;10 ... overkill, used for endgame opponents<br>
          </font>

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        <td valign="top" align="left"><font color="#8080C0" face="Arial"><b>COMPONENT
          shipname offsetx offsety&nbsp;<br>
          </b></font><font color="#8080C0" face="Arial" size="1">&nbsp;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 &quot;parent&quot;, 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.&nbsp;<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>

<table border="0" width="100%">
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        <td width="50">&nbsp;</td>
        <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>
          &nbsp;&nbsp; FRAME jungle_ship01<br>
          &nbsp;&nbsp; HITPOINTS 50<br>
          &nbsp;&nbsp; ANIMATED<br>
          &nbsp;&nbsp; WEAPON 0&nbsp;<br>
          &nbsp;&nbsp; SCORE 1000<br>
          &nbsp;&nbsp; EXPLOSION 1<br>
          <br>
	SHIP jungle_turret<br>
          &nbsp;&nbsp; FRAME jungle_ship00<br>
          &nbsp;&nbsp; HITPOINTS 175<br>
          &nbsp;&nbsp; TARGETTING<br>
          &nbsp;&nbsp; WEAPON 2<br>
          &nbsp;&nbsp; SCORE 5000<br>
          &nbsp;&nbsp; EXPLOSION 2<br>
          <br>
	SHIP jungle_destroyer<br>
          &nbsp;&nbsp; FRAME jungle_ship05<br>
          &nbsp;&nbsp; HITPOINTS 100<br>
          &nbsp;&nbsp; HITS OFF<br>
          &nbsp;&nbsp; COLLISSIONS OFF<br>
          &nbsp;&nbsp; WEAPON 0<br>
          &nbsp;&nbsp; SCORE 0<br>
          &nbsp;&nbsp; COMPONENT jungleturret -25 -11<br>
          <br>
          END</font><font color="#8080C0" size="1" face="Arial">
          <br>
          </font></p>

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