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BulletKeyframeData Resource

Namespace: SpaceUsurper

Describes the properties a bullet should have for a certain period of time, in sequence.

Inheritance: ObjectHotloadedData → BulletKeyframeData

Note

This resource type supports #include, so it can inherit properties from other resources of the same type.

Properties

Name Description
#include (Inherited from HotloadedData<BulletKeyframeData>)
acceleration
cantBeAffected If true, not affected by RepelBullets / DestroyBullets / TransformBullets / AffectBulletsInRadius / GetBulletsInRadius / AddForceToBullets.
chance Chance of using keyframe, from 0 to 1.
colorA1
colorA2
colorB1
colorB2
colorBlinkTime Time it takes to lerp between color1 and color2.
colorC1
colorC2
crossDistance
crossWidth
duration
easingType The easing type used when easing into the next keyframe.
facingMode
facingSpeedPercent
frictionPercent
glowA
glowB
glowC
ignorePixelCollision Use when a bullet should start on a pxc without colliding with it until later.
ignorePlayerCollision Only applies to this keyframe, unlike the general version of this func which means the bullet can never hit the player.
isPositive Whether the player would generally want to collide with the bullet on this keyframe, and/or would not want to destroy it.
length
loopEnd Keyframe will be ignored if we are on or past loop number N (non-inclusive).
loopModulus Keyframe active every N loops.
loopStart Keyframe will be ignored until we are on loop number N or greater.
moveAngle Relative to the starting direction (unless useAbsoluteAngles is true).
moveMode
next If this returns a valid frame, goto that frame instead of the next-in-sequence keyframe.
opacity Modifier value for the colors' opacities.
pixelDamagePercent The percent of max damage the bullet has available this keyframe.
posLerpSpeed
precacheTextures (Inherited from HotloadedData<BulletKeyframeData>)
proximityEnabled Whether the bullet should check proximity to target units on this keyframe (true by default).
radius
rectSize
rectWidthMods
rotationSpeed
sprite
spriteIndex
sprites
targetFacingAngle
targetPos If moveMode is Target, lerp to this position instead of using velocity.
velocityMode
vibrateOnTouchAmount TODO: only supported by BulletArchetype bullets.
vibrateOnTouchEasingType TODO: only supported by BulletArchetype bullets.
vibrateOnTouchHorizThreshold TODO: only supported by BulletArchetype bullets.

Handlers

Name Description
onKeyframe Actions to run at the start of this keyframe.