UFO


Ufo's Move Randomly across the screen and can be Shot by the Player (If Jumpman's Special Ability is set to Shoot).

Ufos Randomly appear from either the Top, Left or Right edges of the screen and will move in a random direction (Down, Left or Right) for a Random amount of Time.. At which point they will pick another Random direction and another Random point at which to change direction again. Ufo's will never move Up the screen.

Shooting a Ufo, will cause it to drop to the bottom of the level and off the screen.

When you create a Ufo, 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 Ufo's which can be created on each level.


This Section describes the object and the properties available at design time.

When a Ufo is Selected, the Property Editor Window will bring up the following dialog;


Name

Sets the name of the object which is used to reference it via the Visual Basic Scriptlets. Object Names Cannot Contain any spaces and Must be unique.

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.

 

Sprite Image

Defines the Image set to use for rendering the Ufo at run-time. Selecting this item will bring down a list of all the Images available in the Image Manger (link). The Ufo is animated out of the First 2 Row's of 4Frames (making 8 frames in total).. . When the Animation has finished it then repeats from the start.

When a UFO is shot.. It will also draw a flame animation OVER the ufo animation. This is made up of 16 individual frame.

The Flame is drawn over the Ufo's Body at the Window Level (as pictured..)

 

Fall Sound

Defines the Sound to play as the Ufo Falls to the Ground (off the screen). 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.

 

Points When Shot

Defines the Number of Points to increase the current players score by when the Ufo has been Shot. Valid numbers range from 0 to 10000.

 

Active

If Ticked, then the Ufo at run time.. Active means that the Ufo will move across the screen and can be shot. the Player can be killed by the Ufo if he touches it (even if it is falling).

 

Min Appear Interval

Defines the Minimum time to wait (in Milliseconds) before creating a new Ufo.

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 Ufo. This is used to make the Ufo's less predictable.

 

Min Appear Interval

Defines the Maximum time to wait (in Milliseconds) before creating a new Ufo.

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 Ufo. This is used to make the Ufo's less predictable.


This Section describes the object and how it can accessed and controlled via the scriptlets at run-time. Please refer to the Bomb on more information about scriptlets.

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 Ufo's.

 

.Active

Makes a Ufo Active or Not.. An Active Ufo will Appear from the edges of the Screen and Randomly move across it.. Valid Values are True and False.

Setting .Active to False while the Ufo is on the screen will remove it Instantly.

Script Example..

Ufo1.Active = True