-
Notifications
You must be signed in to change notification settings - Fork 0
Commands
Jupiter edited this page Nov 23, 2020
·
10 revisions
Each line in the script starts with a command.
For example, to wait for 60 frames:
wait|60
Command | Parameter Count | Description |
---|---|---|
proj |
NA | spawns a projectile |
wait |
1 | pauses the script for #1 frames |
gotoIf |
2 | goes to line #1 if #2 is not 0 |
repeat |
2 | repeats from line #1 #2 -1 times |
boss |
4 | moves the boss to (#1 ,#2 ) at a speed of #3 pixels/frame while rotating at #4 degrees/frame |
val |
2 | sets val#1 to #2 . Basically variable storage |
rng |
1 | sets the seed for the random number generator to #1
|
visual |
0 | enables visual mode where the player can't lose |
freeze |
1 | freezes the player for #1 seconds |
:name |
NA | creates a label with the name "name" |
example:
proj|tags=circle|speed=3|angle=15.1 * n
This command can take any of the following parameters, but should be in the PROPERTY=EQUATION format
Property | Description |
---|---|
tags |
comma separated list of tags (see Tag table) |
angle |
the angle of movement in degrees (counterclockwise from the right) |
speed |
speed in pixels/frame |
xPos |
x position (overrides angle and speed) |
yPos |
y position (overrides angle and speed) |
xVel |
x velocity (overrides angle, speed, xPos, and yPos) |
yVel |
y velocity (overrides angle, speed, xPos, and yPos) |
size |
radius (or half width of laser) |
startX |
starting x position |
startY |
starting y position |
duration |
lifespan in frames, or -1 for infinity |
tagCount |
number of times the tag effect is applied, or -1 |
actDelay |
number of frames before the projectile can collide with player, or -1 |
file |
which image to use (see Projectile Images) |
state |
an arbitrary number, mainly used by LSTATE |
Tag | Description |
---|---|
circle |
base circle projectile |
laser |
base laser projectile |
wallBounce |
bounce off walls |
screenWrap |
wraps around the edge of the screen |
outside |
projectile can move offscreen without despawning |