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| en:guides:beginners:shooting_and_spawners [2018/06/28 15:15 (8 years ago)] – external edit 127.0.0.1 | en:guides:beginners:shooting_and_spawners [2025/09/30 17:26 (8 weeks ago)] (current) – external edit 127.0.0.1 | ||
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| Line 36: | Line 36: | ||
| </ | </ | ||
| - | Some words on the above. | + | This spawner can shoot '' |
| Time to attach it to the '' | Time to attach it to the '' | ||
| - | < | + | < |
| [HeroObject] | [HeroObject] | ||
| Graphic | Graphic | ||
| - | Position | + | Position |
| Scale = 2 | Scale = 2 | ||
| AnimationSet = HeroAnimationSet | AnimationSet = HeroAnimationSet | ||
| Line 54: | Line 54: | ||
| {{: | {{: | ||
| - | Great so that's working for us. Now, how to stop it from shooting. The function that is available to us for this purpose is: orxObject_Enable() | + | Great, so that's working for us. Now, how to stop it from shooting. The function that is available to us for this purpose is: orxObject_Enable() |
| - | If we disabled our hero object, yes it would shop him from shooting, but it would also make him disappear. Not quite what is expected. | + | If we disabled our hero object, yes it would stop him from shooting, but it would also make him disappear. Not quite what is expected. |
| There are a number of ways to solve this situation. Let's go with a simple one. | There are a number of ways to solve this situation. Let's go with a simple one. | ||
| Line 72: | Line 72: | ||
| Remove the spawner from the hero object, and make '' | Remove the spawner from the hero object, and make '' | ||
| - | < | + | < |
| [HeroObject] | [HeroObject] | ||
| Graphic | Graphic | ||
| Line 82: | Line 82: | ||
| </ | </ | ||
| - | When you run this, you'll notice little difference. Our hero is still firing. But now we can turn his gun off at the bottom of the Init() function. | + | When you run this, you'll notice little difference. Our hero is still firing. But now we can turn his gun off at the bottom of the '' |
| But we need a reference to the gun in code, which we don't have yet because [HerosGun] was created automatically with HeroObject. | But we need a reference to the gun in code, which we don't have yet because [HerosGun] was created automatically with HeroObject. | ||
| Line 88: | Line 88: | ||
| First declare the gun as a variable just like the hero object: | First declare the gun as a variable just like the hero object: | ||
| - | < | + | < |
| orxOBJECT *hero; | orxOBJECT *hero; | ||
| orxOBJECT *herosGun; | orxOBJECT *herosGun; | ||
| </ | </ | ||
| - | Then, in the Init() function, get the child reference of the gun using the hero object: | + | Then, in the '' |
| - | < | + | < |
| - | herosGun = (orxOBJECT*)orxObject_GetChild(hero); | + | hero = orxObject_CreateFromConfig(" |
| + | | ||
| + | orxObject_CreateFromConfig(" | ||
| </ | </ | ||
| Now that you have the reference, turn off the '' | Now that you have the reference, turn off the '' | ||
| - | < | + | < |
| - | orxObject_Enable(herosGun, | + | hero = orxObject_CreateFromConfig(" |
| + | herosGun = (orxOBJECT*)orxObject_GetChild(hero); | ||
| + | | ||
| + | orxObject_CreateFromConfig(" | ||
| </ | </ | ||
| Compile and run. | Compile and run. | ||
| - | Cool, he stopped shooting. The last thing, turn on, and off the shooting based on pressing the left control key: | + | Cool, he stopped shooting. The last thing, turn on, and off the shooting based on pressing the left control key in the '' |
| < | < | ||
| Line 120: | Line 125: | ||
| Compile and run. | Compile and run. | ||
| - | Hmmm... | + | Hmmm... |
| - | < | + | < |
| [BulletSpawner] | [BulletSpawner] | ||
| Object | Object | ||
| WaveSize | WaveSize | ||
| WaveDelay | WaveDelay | ||
| - | Position | + | Position |
| - | ObjectSpeed | + | ObjectSpeed |
| UseRelativeSpeed = true | UseRelativeSpeed = true | ||
| </ | </ | ||
| Line 136: | Line 141: | ||
| Compile and Run. | Compile and Run. | ||
| - | Fantastic! Our hero can now run, jump and shoot. | + | Fantastic! Our hero can now run, jump, and shoot. |
| ---- | ---- | ||