despawn shots aggressively when offscreen
avoids hitting enemies before they spawn in. may need to revisit this for the X coordinate if I want to implement a "Wild Ball" kind of weapon, but I think I won't have the tokens for that anyway
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@ -817,7 +817,7 @@ function bullet_base:move()
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self.x += self.dx
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self.x += self.dx
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self.y += self.dy
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self.y += self.dy
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if (self.f) self.f -= 1
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if (self.f) self.f -= 1
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return (self.y > 145) or (self.y < -64) or (self.f and self.f < 0) or (self.x > 256) or (self.x < -128)
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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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end
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end
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function bullet_base:draw()
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function bullet_base:draw()
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@ -1761,7 +1761,6 @@ function xp_gem:draw()
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end
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end
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function xp_gem:move()
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function xp_gem:move()
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if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then
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if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then
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if (self.x < primary_ship.x + 3) self.x += 1
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if (self.x < primary_ship.x + 3) self.x += 1
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if (self.x > primary_ship.x + 5) self.x -= 1
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if (self.x > primary_ship.x + 5) self.x -= 1
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@ -1771,9 +1770,6 @@ function xp_gem:move()
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return bullet_base.move(self)
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return bullet_base.move(self)
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end
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end
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-- todo: "magnetic" behavior
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-- when near player ship
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function xp_gem:hitship(ship)
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function xp_gem:hitship(ship)
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if (ship ~= primary_ship or primary_ship.dead) return false
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if (ship ~= primary_ship or primary_ship.dead) return false
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primary_ship.xp += self.val
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primary_ship.xp += self.val
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