bullet microoptimization and velocity fix

This commit is contained in:
2025-06-21 17:33:42 -07:00
parent 430a0a4b14
commit 929f47fc78

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@ -823,10 +823,13 @@ function bullet_base:hitship(_)
end
function bullet_base:move()
self.x += self.dx
self.y += self.dy
if (self.f) self.f -= 1
return (self.y > 130) or (self.y < -self.height*8) or (self.f and self.f < 0) or (self.x > 128) or (self.x < -self.width*8)
local x,y,f = self.x + self.dx, self.y+self.dy,self.f
self.x,self.y=x,y
if f then
self.f = f-1
if (f <= 0) return true
end
return (y> 130) or (y < -(self.height<<3)) or (x > 128) or (x < -(self.width<<3))
end
function bullet_base:draw()
@ -868,25 +871,20 @@ function gun_base:actually_shoot(x, y)
self.shot_idx = idx
shots = shots[idx]
for s in all(shots) do
local a,xo,v = unpack(s)
v = v or veloc
xo = xo or 0
local a,xo,v = s[1]+aim, s[2] or 0, s[3] or veloc
-- reverse x-offset for negative base angle
if (aim < 0) xo = -xo
a += aim
-- todo: switch munition
-- depending on angle
-- (allows for non-round
-- sprites and hitboxes on
-- shots from guns with
-- widely varying angles)
local m = munition.new{}
-- todo: automatically make
-- high velocity shots do
-- multiple collision checks
m.dy = sin(a) * veloc
m.dx = cos(a) * veloc
m:spawn_at(x+(xo or 0), y)
local m = munition.new{
dx=sin(a)*v,
dy=cos(a)*v
}
m:spawn_at(x+xo, y)
end
end