more efficient bullet spawning
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@ -618,14 +618,6 @@ end
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-->8
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-- bullet and gun behaviors
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function player_blt_cat()
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return pbullets
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end
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function enemy_blt_cat()
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return ebullets
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end
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-- x, y: position
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-- dx, dy: movement (linear)
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-- f: frames remaining; nil for no limit
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@ -638,9 +630,9 @@ end
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-- details, check impl
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-- damage -- damage to do to
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-- a ship that gets hit
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-- category -- function that
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-- returns which bullet list
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-- to spawn onto
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-- category -- string naming
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-- which bullet list to spawn
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-- onto, from _ENV
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-- hitship -- event handler,
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-- takes ship as argument.
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-- default: die, return true.
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@ -785,7 +777,7 @@ end
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function bullet_base:spawn_at(x, y)
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self.x = x - self.x_off
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self.y = y - self.y_off
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add(self.category(), self)
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add(_ENV[self.category], self)
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end
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function gun_base:shoot(x, y)
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@ -855,7 +847,7 @@ zap_p = mknew(bullet_base.new{
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hitship = const_fxn(true),
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category = player_blt_cat,
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category = "pbullets",
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})
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zap_gun_p = mknew(gun_base.new{
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@ -914,7 +906,7 @@ blast = mknew(bullet_base.new{
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end)
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end
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end,
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category=player_blt_cat
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category="pbullets"
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})
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blast_gun = mknew(gun_base.new{
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@ -953,14 +945,14 @@ protron_e = mknew(bullet_base.new{
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y_off = 4,
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damage = 1,
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category = enemy_blt_cat,
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category = "ebullets",
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})
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protron_p = mknew(protron_e.new{
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sprite=23,
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dym = -1,
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y_off = 0,
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category=player_blt_cat,
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category="pbullets",
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})
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protron_gun_e = mknew(gun_base.new{
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@ -1007,13 +999,13 @@ vulcan_e = mknew(bullet_base.new{
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y_off = 0,
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damage = 0.5,
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category=enemy_blt_cat
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category="ebullets"
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})
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vulcan_p = mknew(vulcan_e.new{
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sprite=22,
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y_off = 4,
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category=player_blt_cat
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category="pbullets"
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})
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vulcan_gun_e = mknew(gun_base.new{
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@ -1656,7 +1648,7 @@ xp_gem = mknew(bullet_base.new{
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dy = 0.75,
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width=1, -- not used for spr but
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height=1,-- bullet_base uses it
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category = enemy_blt_cat,
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category = "ebullets",
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damage = 0,
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hurt = {
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x_off = -2,
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