2020-02-12 20:22:49 +00:00
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/// Animation frame counts
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/// ----------------------
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2020-04-19 17:38:09 +00:00
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#include "th02/sprites/cels.h"
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2020-04-18 12:41:47 +00:00
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#define HITSHOT_CELS 4
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2020-02-12 20:22:49 +00:00
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#define BULLET_CLOUD_CELS 4
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#define BULLET_DECAY_CELS 4
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[Reverse-engineering] [th04/th05] Bullets: Distinguish clear and zap mechanics
And actually document them correctly.
Clear: Custom duration, awards constant points per bullet during the
entire duration, plays a decay animation
Zap: Fixed duration, awards a semi-exponential bonus for all bullets
alive on the first frame, plays a, um, "zapping" animation… in
TH04, because it's bugged in TH05 :zunpet:
Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
2021-07-24 19:25:25 +00:00
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#define BULLET_ZAP_CELS 4
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2020-02-12 20:22:49 +00:00
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// Directional bullets with one axis of symmetry; sprites cover 180 degrees
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#define BULLET_D_CELS 16
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// Vector bullets with no axis of symmetry; sprites cover all 360 degrees
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#define BULLET_V_CELS 32
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/// ----------------------
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