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- #Initialize the most important informations of each enemy base.
- #USING: initEnemyBase(id, moveStepX, moveStepY, moveDelay, maxLife, width, height, shadow, experience)
- initEnemyBase(10, 0, 3, 20, 100, 100, 75, 1, 5)
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- #function loadEnemyPart loads one part of the enemy base image
- #To assign each part of enemy to its life, move steps, ... their id must be identical
- #USING: loadEnemyPart(id, partId, width, height, xDest, yDest, pathGood, pathOpacity, xGood, yGood, pathDamaged, pathOpacity, xDamaged, yDamaged, partLife, multiplier)
- loadEnemyPart(10, 0, 50, 40, 0, 0, enemy\tut0.bmp, enemy\tut0o.bmp, 0, 0, enemy\tut0d.bmp, enemy\tut0do.bmp, 0, 0, 40, 1)
- loadEnemyPart(10, 1, 50, 40, 50, 0, enemy\tut0.bmp, enemy\tut0o.bmp, 50, 0, enemy\tut0d.bmp, enemy\tut0do.bmp, 50, 0, 40, 1)
- loadEnemyPart(10, 2, 60, 35, 20, 40, enemy\tut0.bmp, enemy\tut0o.bmp, 20, 40, enemy\tut0d.bmp, enemy\tut0do.bmp, 20, 40, 40, 1)
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- #loadEnemyPartShadow() is quiet like function loadEnemyPart(). It is only to load shadow map of each part of enemy
- #To draw shadow under all parts the last parametr in function initEnemyBase must be 1
- #USING: loadEnemyPart(id, partId, pathGood, pathOpacity, xGood, yGood, pathDamaged, pathOpacity, xDamaged, yDamaged)
- loadEnemyPartShadow(10, 0, enemy\tut0_shadow.bmp, enemy\tut0o_shadow.bmp, 0, 0, enemy\tut0_shadow.bmp, enemy\tut0do_shadow.bmp, 0, 0)
- loadEnemyPartShadow(10, 1, enemy\tut0_shadow.bmp, enemy\tut0o_shadow.bmp, 50, 0, enemy\tut0_shadow.bmp, enemy\tut0do_shadow.bmp, 50, 0)
- loadEnemyPartShadow(10, 2, enemy\tut0_shadow.bmp, enemy\tut0o_shadow.bmp, 20, 40, enemy\tut0_shadow.bmp, enemy\tut0do_shadow.bmp, 20, 40)
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- #USING: enemyHitPoint(idEnemy, idPoint, x, y)
- enemyHitPoint(10, 0, 0, 0);
- enemyHitPoint(10, 1, 0, 75);
- enemyHitPoint(10, 2, 100, 0);
- enemyHitPoint(10, 3, 100, 75);
- enemyHitPoint(10, 4, 50, 75);
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- #USING: enemyTurret(0idEnemy, 1x, 2y, 3spritePath, 4spritePathOpacity, 5startX, 6startY, 7picW, 8picH, 9zoomX, 10zoomY, type)
- #enemyTurret(10, 50, 20, sprite\turret1.bmp, sprite\turret1o.bmp, 0, 0, 41, 41, 1, 1, 1);
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- #USING: straightTurret(enemyID)
- #straightTurret(enemyID)
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- #USING: assignEngine(idEnemy, x, y, spritePath, spritePathOpacity, nPics, startX, startY, picW, picH, delay, zoomX, zoomY)
- assignEngine(10, 38, -10, sprite\engineCompR.bmp, sprite\engineCompRo.bmp, 14, 0, 0, 25, 43, 10, 0.4, 0.5)
- assignEngine(10, 52, -10, sprite\engineCompR.bmp, sprite\engineCompRo.bmp, 14, 0, 0, 25, 43, 10, 0.4, 0.5)
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- #With this function you assign to each enemy's part its specific explosions
- #If the EnemyPartID is 10 it mean final explosion for whole enemy
- #USING: assignExplosion(enemyID, enemyPartID, explosionsIDs [e.g. expID;expID;expID;...], numOfExplosionsMin, numOfExplosionsMax, destXMin, destXMax, destYMin, destYMax)
- assignExplosion(10, 0, 0;2;2, 1, 2, 10, 35, 30, 40)
- assignExplosion(10, 1, 0;2;2, 1, 2, 10, 35, 30, 40)
- assignExplosion(10, 2, 0;2, 1, 1, 25, 45, 30, 50)
- assignExplosion(10, 10, 6;8, 1, 1, 50, 60, 35, 45)