several more fixes, now runs to the end but shot offset is wrong

This commit is contained in:
Kistaro Windrider 2024-09-02 14:12:35 -07:00
parent 7170552448
commit 907bd8318c
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -713,7 +713,7 @@ blast = bullet_base.new{
damage = 4,
dx = 0, -- px/frame
dy = 2,
dy = -2,
awaitcancel = false,
-- disable damage for 2 frames
@ -807,7 +807,8 @@ function protron_gun_e:actually_shoot(x, y)
b2:spawn_at(x,y)
end
local bup = self.munition.new{
dy=4*m
dx=0,
dy=4*m,
}
bup:spawn_at(x,y)
end
@ -1894,7 +1895,7 @@ powerup = bullet_base.new{
-- easy to pick up
dx = 0,
dy = 1.5, -- 0.75 after enemyspd
enemy = true, -- collides with player ship
category = enemy_blt_cat, -- collides with player ship
damage = 0,
anim_speed = 2,
@ -1927,9 +1928,8 @@ repair = powerup.new{
width = 12,
height = 12
},
center_x_off = 4,
top_y_off = 0,
bottom_y_off = 0,
x_off = 4,
y_off = 0,
sprites = sheen8x8,
hitship = function(self, ship)
if (ship ~= primary_ship) return false
@ -1955,9 +1955,8 @@ gun_swap = powerup.new{
height = 16
},
-- gun = gun_type.new{}
center_x_off = 6,
top_y_off = 0,
bottom_y_off = 4,
x_off = 6,
y_off = 0,
width = 2,
height = 2,
sprites = {64, 66, 68, 70, 72, 74, 76, 78},