Sushi: Difference between revisions
m (stop putting those darn newlines) |
mNo edit summary |
||
Line 26: | Line 26: | ||
Every frame Sushi’s X-position is set to a value equal to the sum of the X-position of its home and 1700 times the Sine of its current angle. Its Z-position is set to a value equal to the sum of the Z-position of its home and the Cosine of its current angle. Sushi’s Y-position is set to the sum of the position of the water level at its current location, the Y-position of its home and 200 times the Sine of its current angle. This makes Sushi move in a circle of radius 1700 and oscillate up and down by 200 units. Sushi’s movement angle is set to the sum of its current angle and 90 degrees while its current angle is increased by .7 degrees. If the difference between Mario’s current Y-position and the water level at Sushi’s current position is greater than -500, and the difference between Sushi’s current Y-position and the water level at Sushi’s position is greater than -200, a trailing wave is spawned behind Sushi. Every 16 frames, Sushi plays a sound. | Every frame Sushi’s X-position is set to a value equal to the sum of the X-position of its home and 1700 times the Sine of its current angle. Its Z-position is set to a value equal to the sum of the Z-position of its home and the Cosine of its current angle. Sushi’s Y-position is set to the sum of the position of the water level at its current location, the Y-position of its home and 200 times the Sine of its current angle. This makes Sushi move in a circle of radius 1700 and oscillate up and down by 200 units. Sushi’s movement angle is set to the sum of its current angle and 90 degrees while its current angle is increased by .7 degrees. If the difference between Mario’s current Y-position and the water level at Sushi’s current position is greater than -500, and the difference between Sushi’s current Y-position and the water level at Sushi’s position is greater than -200, a trailing wave is spawned behind Sushi. Every 16 frames, Sushi plays a sound. | ||
{{objects}} |
Revision as of 03:58, 12 February 2021
Sushi | |
Technical Constants | |
Object Group | General Actor |
Actor Group | Group 13 |
Hitbox | |
Interaction Type | Damage |
Damage | 3 |
Radius | 100 |
Height | 50 |
Down Offset | 50 |
Sushi is a shark-like enemy appearing only in the first area of Dire, Dire Docks. They do not directly attack Mario, but Mario will take damage should he collide with them.
Behavior
Every frame Sushi’s X-position is set to a value equal to the sum of the X-position of its home and 1700 times the Sine of its current angle. Its Z-position is set to a value equal to the sum of the Z-position of its home and the Cosine of its current angle. Sushi’s Y-position is set to the sum of the position of the water level at its current location, the Y-position of its home and 200 times the Sine of its current angle. This makes Sushi move in a circle of radius 1700 and oscillate up and down by 200 units. Sushi’s movement angle is set to the sum of its current angle and 90 degrees while its current angle is increased by .7 degrees. If the difference between Mario’s current Y-position and the water level at Sushi’s current position is greater than -500, and the difference between Sushi’s current Y-position and the water level at Sushi’s position is greater than -200, a trailing wave is spawned behind Sushi. Every 16 frames, Sushi plays a sound.
|