shot_image  = "./../img/shot.png"

//1-10 cards
ShotData
{
	id = 1 //ID
	rect = (0,0,32,32) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}
ShotData
{
	id = 2 //ID
	rect = (32,0,64,32) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}
ShotData
{
	id = 3 //ID
	rect = (64,0,96,32) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}
ShotData
{
	id = 4 //ID
	rect = (96,0,128,32) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}
ShotData
{
	id = 5 //ID
	rect = (128,0,160,32) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}
ShotData
{
	id = 6 //ID
	rect = (160,0,192,32) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}
ShotData
{
	id = 7 //ID
	rect = (192,0,224,32) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}
ShotData
{
	id = 8 //ID
	rect = (224,0,256,32) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}
ShotData
{
	id = 9 //ID
	rect = (0,32,32,64) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}
ShotData
{
	id = 10 //ID
	rect = (32,32,64,64) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}

//dice
ShotData{
	id = 11
	
	AnimationData{
		animation_data = (1, 192, 64, 224, 96)
		animation_data = (6, 224, 64, 256, 96)
	}
	
	render = ALPHA
	alpha = 64
	angular_velocity = 6
	collision = 32
}
//coin
ShotData{
	id = 12
	
	AnimationData{
		animation_data = (1, 96, 32, 128, 64)
		animation_data = (6, 128, 32, 160, 64)
		animation_data = (11, 160, 32, 192, 64)
	}
	
	render = ALPHA
	alpha = 64
	collision = 32
}
//Yago Knives 13-15
ShotData
{
	id = 13 //ID
	rect = (40,96,56,128) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}

ShotData
{
	id = 14 //ID
	rect = (40,128,56,160) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}

ShotData
{
	id = 15 //ID
	rect = (40,160,56,192) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}
//Suzoom Knife 16
ShotData
{
	id = 16 //ID
	rect = (32,224,64,256) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}

//Haiji Card 17
ShotData
{
	id = 17 //ID
	rect = (0,240,15,256) //描画元矩形
	render = ALPHA //描画方法
	alpha=64
	collision = 16
}

//Yago Laser 18
ShotData
{
	id = 18 //ID
	rect = (64,96,80,160) //描画元矩形
	render = ADD_ARGB //描画方法
	alpha=255
	collision = 16
}