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() | ||||
|  self.x += self.dx | ||||
|  self.y += self.dy | ||||
|  if (self.f) self.f -= 1 | ||||
|  return (self.y > 145) or (self.y < -64) or (self.f and self.f < 0) or (self.x > 256) or (self.x < -128) | ||||
|  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) | ||||
| end | ||||
|  | ||||
| function bullet_base:draw() | ||||
| @@ -1761,7 +1761,6 @@ function xp_gem:draw() | ||||
| end | ||||
|  | ||||
| function xp_gem:move() | ||||
|   | ||||
|  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 | ||||
|   if (self.x < primary_ship.x + 3) self.x += 1 | ||||
|   if (self.x > primary_ship.x + 5) self.x -= 1 | ||||
| @@ -1771,9 +1770,6 @@ function xp_gem:move() | ||||
|  return bullet_base.move(self) | ||||
| end | ||||
|  | ||||
| -- todo: "magnetic" behavior | ||||
| -- when near player ship | ||||
|  | ||||
| function xp_gem:hitship(ship) | ||||
|  if (ship ~= primary_ship or primary_ship.dead) return false | ||||
|  primary_ship.xp += self.val | ||||
|   | ||||
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