pbullets also move just before the collision check.
This also sets up for the "fast shots" refactor.
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		| @@ -234,7 +234,7 @@ function updategame() | ||||
|  end | ||||
|  events:vore(new_events) | ||||
|  events:strip(call_move) | ||||
|  for _, lst in ipairs{intangibles_bg, eships, pbullets} do | ||||
|  for _, lst in ipairs{intangibles_bg, eships} do | ||||
|   lst:strip(call_move) | ||||
|  end | ||||
|  | ||||
| @@ -261,6 +261,7 @@ function updategame() | ||||
|  end | ||||
|  | ||||
|  pbullets:strip(function(pb) | ||||
|   if (pb:move()) return true | ||||
|   for es in eship_collider:iterate_collisions(hurtbox(pb)) do | ||||
|    if (es:hitbullet(pb)) eship_collider:yoink(es) | ||||
|    if (pb:hitship(es)) return true | ||||
|   | ||||
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