FALLING BOMB |
Falling Bombs are objects which fall Randomly (at a Random X location) from the Top of the Screen and Explode on the lowest possible Girder in their path.. If there is no Girder, then they will explode at the bottom of the screen. The explosion is much wider than the initial bomb so it has more chance of Blowing Jumpman Up!. When you create a Falling Bomb, the following object graphic is drawn in the editor.. It can then be selected and moved around as per any other object. (Shown is the non-selected and selected states of the object)
There is no limit to the number of Falling
Bomb's which can be created on each level.
When a Falling Bomb is Selected, the Property Editor Window will bring up the following dialog;
It is important to note that changing the name of an object will not change any references to it via the scriptlets. Generally it would be unlikely that you would change the name of an object from the one generated by the program.
Defines the Image set to use for rendering the Fire at run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link). The Falling is animated out of the Top Row of 8 Frames.. . When the Animation has finished it then repeats from the start. The Explosion (when the Falling Bomb hits a Girder) uses the frames on rows 2 to 5 (inclusive). The Original 64 Graphics only used 5 frames though provision has been made for 8 Frames. (See the Enhanced Jumpman Graphics in the Image Manager) The Following Graphic shows the Falling Bomb Sprites (the Bomb and the Explosion);
When A Bomb Explodes, the shell will fade out as the explosion grows bigger.
Defines the Sound to play as the Ball Falls to the Ground. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link). When the Bomb Explodes, this sound will Stop.
Defines the Sound to play as the Falling Bomb Explodes. Selecting this item will bring down a list of all the Sounds available in the Sound Manger (link).
If Ticked, then the Falling Bomb is Active at run time.. Active means that the Bomb will Fall from the Top of the Level and the Player can be killed by either the Bomb or the Explosion.
Defines the Minimum time to wait (in Milliseconds) before creating a new Falling Bomb at the top of the screen. Valid values are from 0 to a value under .MaxInterval. If a value greater than .MaxInterval is entered then .MaxInterval will automatically change to the same value (so max can never be greater than min) The Game Engine will pick a Random Time Interval between .MinInterval and .MaxInterval to wait before creating a new Falling Bomb. This is used to make the Falling Bomb's less predictable.
Defines the Maximum time to wait (in Milliseconds) before creating a new Falling Bomb at the top of the screen. Valid values are from .MinInterval to 10000 (10 seconds). If a value less than than .MinInterval is entered then .MinInterval will automatically change to the same value (so max can never be less than than min). The Game Engine will pick a Random Time Interval between .MinInterval and .MaxInterval to wait before creating a new Falling Bomb. This is used to make the Falling Bomb's less predictable.
A Method is a function call which can be executed whilst a Property changes the state of a individual flag in the object.
There are currently no script accessible Methods for Falling Bombs.
Makes a Falling Bomb Active or Not.. An Active Falling Bomb will Appear from the Top of the Screen and Fall down to the lowest possible Girder (in it's path). Valid Values are True and False. Setting .Active to False while the Falling Bomb is on the screen will remove it Instantly. Script Example..
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