trig zap gun; fixes
use the trig gun for the zap gun
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		| @@ -876,7 +876,7 @@ end | ||||
|  | ||||
| trig_gun = mknew(gun_base.new{ | ||||
|  veloc = 1, | ||||
|  aim = 0.25, --use 0.75 for a player gun | ||||
|  aim = 0.75, -- down; 0.25 is up | ||||
|  shot_idx = 0, | ||||
|  -- shots: list<list<[3]num>> | ||||
|  --  describing a cycling | ||||
| @@ -917,7 +917,7 @@ function trig_gun:actually_shoot(x, y) | ||||
|   -- multiple collision checks | ||||
|   m.dy = sin(a) * veloc | ||||
|   m.dx = cos(a) * veloc | ||||
|   m.spawn_at(x+(xo or 0), y) | ||||
|   m:spawn_at(x+(xo or 0), y) | ||||
|  end | ||||
| end | ||||
|  | ||||
| @@ -940,8 +940,6 @@ zap_e = mknew(bullet_base.new{ | ||||
|  y_off = 8, | ||||
|   | ||||
|  damage = 1, | ||||
|  dx = 0,  -- px/frame | ||||
|  dy = 4, | ||||
|  | ||||
|  hitship = const_fxn(true), | ||||
|  | ||||
| @@ -950,19 +948,21 @@ zap_e = mknew(bullet_base.new{ | ||||
|  | ||||
| zap_p = mknew(zap_e.new{ | ||||
|  sprite = 8, | ||||
|  dy = -8, | ||||
|  y_off = 0, | ||||
|  category = player_blt_cat, | ||||
| }) | ||||
|  | ||||
| zap_gun_e = mknew(gun_base.new{ | ||||
| zap_gun_e = mknew(trig_gun.new{ | ||||
|  cooldown = 0x0.0020, -- frames between shots | ||||
|  veloc = 4, | ||||
|  munition = zap_e, | ||||
| }) | ||||
|  | ||||
| zap_gun_p = mknew(zap_gun_e.new{ | ||||
|  icon = 19, | ||||
|  munition = zap_p, | ||||
|  veloc = 8, | ||||
|  aim = 0.25, | ||||
|  hdr = "mAIN gUN", | ||||
| }) | ||||
|  | ||||
|   | ||||
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