Bullets

We use differents types of bullets in the game. Each type of bullet has its own characteristics. Bullets are defined in the bullets.json file.

Json structure

We use the following structure to define bullets:

{
    "bullets": [
        {
            "id": "classic",
            "velocity": {
                "speedX": 120,
                "speedY": 0
            },
            "spritePath": "assets/R-TypeSheet/WaterBullets.png",
            "soundPath": "assets/Audio/Sounds/laser.ogg",
        },
        {
            "id": "perforant",
            "velocity": {
                "speedX": 400,
                "speedY": 0
            },
            "spritePath": "assets/R-TypeSheet/FireBullets.png",
            "soundPath": "assets/Audio/Sounds/laser2.ogg",
        }
    ]
}

It is composed of an array of bullets. Each bullet has its own id and its own characteristics.

Characteristics

  • id: The id of the bullet. It is used to identify the bullet in the game.
  • damage: The damage of the bullet. It is used to damage the enemies.
  • health: The health of the bullet. It is used to destroy the bullet when it collides with an enemy.
  • velocity: The velocity of the bullet. It is used to move the bullet.
  • physics: The physics of the bullet. It is used to move the bullet.
  • waitTimeBullet: The wait time of the bullet. It is used to wait before shooting again.
  • collisionRect: The collision rectangle of the bullet. It is used to detect collisions with enemies.
  • spritePath: The sprite path of the bullet. It is used to display the bullet.
  • soundPath: The sound path of the bullet. It is used to play the sound of the bullet.
  • spriteRect: The sprite rectangle of the bullet. It is used to display the bullet.
  • animRect: The animation rectangle of the bullet. It is used to display the bullet.

Physics

Physics is represented by an array of strings. Each string represents a physics. You can put as many physics as you want. So far, we have the following physics:

  • zigzag: The bullet moves in a zigzag way.
  • boncing: The bullet bounces on the top and bottom of the screen.
{
    "bullets": [
        {
            "id": "perforant",
            "physics": [
                "zigzag"
            ]
        }
    ]
}

Bullet types

For now, we have 4 types of bullets:

  • classic: The classic bullet.
  • fast: The fast bullet.
  • bounce: The bouncing bullet.
  • perforant: The perforant bullet.

To add a new bullet type, you have to add it in the missileTypes_e enum in the Missile.hpp file. Then, you have to add it in the bulletKeyMap map in the EventsSystems.cpp file.