And here are just a few more examples to illustrate what might be achieved with the Stop & Go bullets.
For example, by coming stop & go bullets that seek, with a very short stage2Time (ie stop time), with rotating 5-way creates below.
danmakuPattern.push({
name: "RIGHT ROTATING 5-WAY WITH STOP&GO SEEKING BULLET",
danmakuType: {class: "NWAY", count: 5},
numberOfCannons: 8, // number of (pair in case of bi-directional danmaku) cannons
cannonAngle: 90, // direction in which the primary cannon faces.
cannonAngularVelocity: 120,
numberOfShots: -1, // how many times to shoot the weapon in succession
bulletType: {
class: "NORMAL",
speed: 100, // speed of bullets fired from cannon
fireRate: 100, // time between bullets in ms
texture: "oblongMID", frame: 0
} ,
bulletTransform: {
type: "STOP&GO",
stage1Time: 1500,
stage2Time: 10,
speed: 100,
seek: true, target: player,// if this is set to true, always need target to be set in bulletType
texture: "oblongMID",
frame: 1,
lifeSpan: 10000,
},
});
Or if you combine a rotating 5-way danmaku with curving bullets, with stop&go that turn into straight flying bullets, you get this.
danmakuPattern.push({
name: "RIGHT ROTATING 5-WAY WITH STOP&GO BULLET",
danmakuType: {class: "NWAY"},
numberOfCannons: 5, // number of (pair in case of bi-directional danmaku) cannons
cannonAngle: 90, // direction in which the primary cannon faces.
cannonAngularVelocity: 30,
numberOfShots: -1, // how many times to shoot the weapon in succession
bulletType: {
class: "NORMAL",
bearingVelocity: -60,
speed: 100, // speed of bullets fired from cannon
fireRate: 150, // time between bullets in ms
texture: "daggerMID", frame: 0
} ,
bulletTransform: {
type: "STOP&GO",
stage1Time: 1500,
stage2Time: 1000,
speed: 100,
bearingVelocity: 0,
texture: "daggerMID",
frame: 2,
lifeSpan: 10000,
},
});
This stop&go bullet feature certainly adds to the possibilities - already too much for my creative capacity to handle.
Here is the CodePen, for your perusal.
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