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Drawing ships: SHIP_ROCK_HERMIT

[BBC Master version, Game data]

Name: SHIP_ROCK_HERMIT [Show more] Type: Variable Category: Drawing ships Summary: Ship blueprint for a rock hermit (asteroid) Deep dive: Ship blueprints
Context: See this variable in context in the source code Variations: See code variations for this variable in the different versions References: This variable is used as follows: * XX21 uses SHIP_ROCK_HERMIT

The ship blueprint for the rock hermit reuses the edges and faces data from the asteroid, so the edges and faces data offsets are negative.
.SHIP_ROCK_HERMIT EQUB 7 \ Max. canisters on demise = 7 EQUW 80 * 80 \ Targetable area = 80 * 80 EQUB LO(SHIP_ASTEROID_EDGES - SHIP_ROCK_HERMIT) \ Edges from asteroid EQUB LO(SHIP_ASTEROID_FACES - SHIP_ROCK_HERMIT) \ Faces from asteroid EQUB 69 \ Max. edge count = (69 - 1) / 4 = 17 EQUB 0 \ Gun vertex = 0 EQUB 50 \ Explosion count = 11, as (4 * n) + 6 = 50 EQUB 54 \ Number of vertices = 54 / 6 = 9 EQUB 21 \ Number of edges = 21 EQUW 0 \ Bounty = 0 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 50 \ Visibility distance = 50 EQUB 180 \ Max. energy = 180 EQUB 30 \ Max. speed = 30 EQUB HI(SHIP_ASTEROID_EDGES - SHIP_ROCK_HERMIT) \ Edges from asteroid EQUB HI(SHIP_ASTEROID_FACES - SHIP_ROCK_HERMIT) \ Faces from asteroid EQUB 1 \ Normals are scaled by = 2^1 = 2 EQUB %00000010 \ Laser power = 0 \ Missiles = 2 .SHIP_ROCK_HERMIT_VERTICES \ x, y, z, face1, face2, face3, face4, visibility VERTEX 0, 80, 0, 15, 15, 15, 15, 31 \ Vertex 0 VERTEX -80, -10, 0, 15, 15, 15, 15, 31 \ Vertex 1 VERTEX 0, -80, 0, 15, 15, 15, 15, 31 \ Vertex 2 VERTEX 70, -40, 0, 15, 15, 15, 15, 31 \ Vertex 3 VERTEX 60, 50, 0, 5, 6, 12, 13, 31 \ Vertex 4 VERTEX 50, 0, 60, 15, 15, 15, 15, 31 \ Vertex 5 VERTEX -40, 0, 70, 0, 1, 2, 3, 31 \ Vertex 6 VERTEX 0, 30, -75, 15, 15, 15, 15, 31 \ Vertex 7 VERTEX 0, -50, -60, 8, 9, 10, 11, 31 \ Vertex 8