3 Commits

Author SHA1 Message Date
eaea42f993 fix shot axis 2025-06-21 17:38:05 -07:00
929f47fc78 bullet microoptimization and velocity fix 2025-06-21 17:36:27 -07:00
430a0a4b14 ship_m:move micro-optimizations 2025-06-21 17:17:44 -07:00

View File

@ -585,17 +585,22 @@ end
function ship_m:move() function ship_m:move()
self:refresh_shield() self:refresh_shield()
local dx, dy, shoot_spec1, shoot_spec2 = self:act() local dx, dy, shoot_spec1, shoot_spec2 = self:act()
dx = self:constrain(self.x, self.xmomentum, self.xmin, self.xmax, dx) local sg, xm, ym = self.special_guns, self.xmomentum, self.ymomentum
dy = self:constrain(self.y, self.ymomentum, self.ymin, self.ymax, dy) dx = self:constrain(self.x, xm, self.xmin, self.xmax, dx)
dy = self:constrain(self.y, ym, self.ymin, self.ymax, dy)
self:maybe_shoot(self.main_gun) self:maybe_shoot(self.main_gun)
if (shoot_spec1 and self.special_guns) self:maybe_shoot(self.special_guns[1]) if sg then
if (shoot_spec2 and self.special_guns) self:maybe_shoot(self.special_guns[2]) if (shoot_spec1) self:maybe_shoot(sg[1])
if (shoot_spec2) self:maybe_shoot(sg[2])
end
spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
self.xmomentum = self:calc_velocity(self.xmomentum, dx) xm = self:calc_velocity(xm, dx)
self.ymomentum = self:calc_velocity(self.ymomentum, dy) ym = self:calc_velocity(ym, dy)
self.x += self.xmomentum self.x += xm
self.y += self.ymomentum self.y += ym
self.xmomentum = xm
self.ymomentum = ym
return false return false
end end
@ -818,10 +823,13 @@ function bullet_base:hitship(_)
end end
function bullet_base:move() function bullet_base:move()
self.x += self.dx local x,y,f = self.x + self.dx, self.y+self.dy,self.f
self.y += self.dy self.x,self.y=x,y
if (self.f) self.f -= 1 if f then
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) self.f = f-1
if (f <= 0) return true
end
return (y> 130) or (y < -(self.height<<3)) or (x > 128) or (x < -(self.width<<3))
end end
function bullet_base:draw() function bullet_base:draw()
@ -863,25 +871,20 @@ function gun_base:actually_shoot(x, y)
self.shot_idx = idx self.shot_idx = idx
shots = shots[idx] shots = shots[idx]
for s in all(shots) do for s in all(shots) do
local a,xo,v = unpack(s) local a,xo,v = s[1]+aim, s[2] or 0, s[3] or veloc
v = v or veloc
xo = xo or 0
-- reverse x-offset for negative base angle -- reverse x-offset for negative base angle
if (aim < 0) xo = -xo if (aim < 0) xo = -xo
a += aim
-- todo: switch munition -- todo: switch munition
-- depending on angle -- depending on angle
-- (allows for non-round -- (allows for non-round
-- sprites and hitboxes on -- sprites and hitboxes on
-- shots from guns with -- shots from guns with
-- widely varying angles) -- widely varying angles)
local m = munition.new{} local m = munition.new{
-- todo: automatically make dx=cos(a)*v,
-- high velocity shots do dy=sin(a)*v
-- multiple collision checks }
m.dy = sin(a) * veloc m:spawn_at(x+xo, y)
m.dx = cos(a) * veloc
m:spawn_at(x+(xo or 0), y)
end end
end end