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