The Bullet behavior simply moves an object forwards at an angle. However, it provides extra options like gravity and bouncing that allow it to also be used like a bouncing ball. Like the name suggests it is ideal for projectiles like bullets, but it is also useful for automatically controlling other types of objects like enemies which move forwards continuously.
For two examples of the Bullet behavior see the Bouncing balls and Bouncing bullets examples in the Start Page.
Normally the bullet behavior moves a fixed distance every tick. However if it is moving extremely fast, the distance it moves in one frame can be enough to jump over obstacles in their entirety. To avoid this problem you can enable the Step property. This will move the object in small increments, triggering On step each time. In On step you can add an Is overlapping condition to check if the bullet is overlapping an obstacle with improved accuracy.
In an On step event the Stop stepping action will prevent the bullet advancing any further. This leaves the bullet in the first position it collided with an object, which is a good place to create an effect like an explosion. You can also Destroy the object which will also automatically stop stepping.
For an example of how stepping works, see the Bullet stepping example in the Start Page. The same technique can also be used to make instant hit bullets, by using an extremely high speed. This is demonstrated in the Instant hit laser example in the Start Page.
- The bullet's initial speed, in pixels per second.
- The rate of acceleration for the bullet, in pixels per second per second. Zero will keep a constant speed, positive values accelerate, and negative values decelerate until a stop (the object will not go in to reverse).
- The force of gravity, which causes acceleration downwards, in pixels per second per second. Zero disables gravity which is useful for top-down games. Positive values cause a parabolic path as the bullet is bullet down by gravity.
- Bounce off solids
- If enabled, the bullet will bounce off any objects with the Solid behavior. It will also calculate the angle of reflection to bounce off realistically depending on the object's shape and angle.
- Set angle
- If disabled, the behavior will never change the object's angle. If enabled, the behavior always sets the object angle to the angle of motion.
- Enable stepping mode, which moves the object in small increments triggering On step to improve the accuracy of collisions. See Stepping bullets above.
- Whether the behavior is initially enabled or disabled. If disabled, it can be enabled at runtime using the Set enabled action.
- Compare speed
- Compare the current speed of the bullet, in pixels per second.
- Compare distance travelled
- Compare the total distance the bullet has moved since creation, in pixels. This does not take in to account altering the object position with other actions like Set position.
- On step
- When Step is enabled, this triggers as the object moves in small increments. Add an Is overlapping condition to test for collisions with improved accuracy. See Stepping mode above for more information.
- Bounce off object
- Make the bullet bounce off an object it has just touched. Since this requires the bullet have only just touched the object, it is generally only useful in an On collision event. It will also calculate the angle of reflection to bounce off realistically depending on the object's shape and angle. If the bullet is not currently overlapping the given object, or is stuck deep inside it, this action will have no effect.
- Set acceleration
- Set the bullet acceleration in pixels per second per second.
- Set bounce off solids
- Enable or disable the Bounce off solids property.
- Set angle of motion
- Set the angle the bullet is currently moving at, in degrees. Note: when the speed is 0, the angle of motion is always 0 and cannot be changed, since there is no motion. Therefore setting the angle of motion then the speed does not work if the object is stopped. Instead, set the speed first and then the angle of motion.
- Set distance travelled
- Simply changes the counter returned by the DistanceTravelled expression. The counter still increments according to the movement of the object.
- Set enabled
- Enable or disable the movement. If disabled, the behavior will stop moving the bullet, but will remember the current speed, acceleration etc. if enabled again.
- Set gravity
- Set the acceleration caused by gravity, in pixels per second per second.
- Set speed
- Set the bullet's current movement speed, in pixels per second.
- Stop stepping
- When Step is enabled, prevent the object advancing any further. This is usually done when a collision is detected with Is overlapping. Note that destroying the object also automatically stops stepping. For more information, see Stepping bullets above.
- Get the bullet's current acceleration in pixels per second per second.
- Get the angle the bullet is currently moving at (which can be different to the object's angle), in degrees. Note when the object is stopped (with a speed of 0), the angle of motion is always 0.
- Return the total distance the bullet has moved since creation, in pixels. This does not take in to account altering the object position with other actions like Set position.
- Return the currently set gravity property, in pixels per second per second.
- Get the bullet's current movement speed in pixels per second.