Bullet Poofs
There are four types of bullet poofs:
- Spawn poofs (SPs): when a bullet is spawned, the bullet spawns an SP.
- Despawn poofs (DPs): when a bullet reaches the end of its lifetime, the bullet spawns a DP.
- Primary spawn poofs (PSPs): the SP of the primary bullet stage. If fired from a turreted weapon, the PSP pins to where it was spawned on the turret.
- Hit despawn poofs (HDPs): the DP of a non-explosive bullet that hits a block and is despawned from running out of damage to deal. These travel in a random direction.
Notice how PSPs are twice the radius and are brighter than DPs:
{ 17000
features=CANNON
cannon={
damage=100
roundsPerSec=0.5
muzzleVel=200
range=100
power=10
color=0xFFFFFFFF
}
}
In the above example, the SPs are stationary but the DPs are not. This is because bullet poofs inherit the velocity of whatever spawned them, which in the case above includes a stationary ship and a moving projectile.
Below is a slow motion example to show how bullet poofs inherit velocity from a two-stage cannon:
{ 17000
features=CANNON
cannon={
damage=50
roundsPerSec=0.5
muzzleVel=200
range=100
power=10
color=0xFFFFFFFF
fragment={
damage=50
roundsPerBurst=1
muzzleVel=200
range=100
color=0xFFFFFFFF
}
}
}
When aesthetics demand it, bullet poofs can be removed using anti-bullet poof stages.