multi-step shot prototype
nothing reaches this new logic yet, and multiple steps aren't drawn
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@ -257,22 +257,30 @@ function updategame()
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if(es:hitship(ps)) eship_collider:yoink(es)
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end
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ebullets:strip(function(eb)
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-- loopify this when split moves implemented
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if (eb:move()) return true
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if (not collides(pbox, hurtbox(eb))) return
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ps:hitbullet(eb)
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return eb:hitship(ps)
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local disposition
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repeat
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disposition=eb:step()
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if collides(pbox, hurtbox(eb)) then
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ps:hitbuillet(eb)
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if (eb:hitship(ps)) return true
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end
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until disposition
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return disposition == "dead"
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end)
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else
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ebullets:stripmove()
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ebullets:strip(function(eb) repeat until eb:step() end)
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end
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pbullets:strip(function(pb)
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if (pb:move()) return true
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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if (es:hitbullet(pb)) eship_collider:yoink(es)
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if (pb:hitship(es)) return true
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end
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local disposition
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repeat
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disposition=pb:step()
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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if (es:hitbullet(pb)) eship_collider:yoink(es)
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if (pb:hitship(es)) return true
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end
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until disposition
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return disposition == "dead"
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end)
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intangibles_fg:stripmove()
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@ -692,9 +700,10 @@ end
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-- default: die, return true.
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-- returns whether to delete
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-- the bullet
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-- die -- on-removal event,
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-- default no-op
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bullet_base = mknew{ }
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bullet_base = mknew{
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steps=1,
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current_step=0
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}
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gun_base = mknew{
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shoot_ready = -32768,
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@ -820,11 +829,13 @@ function bullet_base:hitship(_)
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return true
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end
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function bullet_base:move()
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function bullet_base:step()
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self.current_step=(self.current_step+1)%self.steps
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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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if ((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)) return "dead"
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if (self.current_step == 0) return "stop"
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end
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function bullet_base:draw()
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