apply ship velocity to bullets
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5bcf22a6f8
commit
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1 changed files with 3 additions and 1 deletions
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@ -34,6 +34,7 @@ local function initGame()
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}
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}
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end
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end
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-- The constant properties of the game.
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local game = initGame()
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local game = initGame()
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local function initState()
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local function initState()
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@ -79,6 +80,7 @@ local function initState()
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}
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}
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end
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end
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-- The varying properties of a game being played.
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local state = {}
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local state = {}
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local function reset()
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local function reset()
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@ -168,7 +170,6 @@ function love.gamepadpressed(joystick, button)
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end
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end
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if button == "b" then
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if button == "b" then
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-- debounce, perhaps
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-- debounce, perhaps
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-- include ship velocity, perhaps
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local bullet = {
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local bullet = {
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x = state.ship.x + math.cos(state.ship.facing) * game.ship.radius,
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x = state.ship.x + math.cos(state.ship.facing) * game.ship.radius,
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y = state.ship.y + math.sin(state.ship.facing) * game.ship.radius,
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y = state.ship.y + math.sin(state.ship.facing) * game.ship.radius,
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@ -178,6 +179,7 @@ function love.gamepadpressed(joystick, button)
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timeLeft = game.ship.bullet.time,
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timeLeft = game.ship.bullet.time,
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sound = love.audio.newSource(game.ship.bullet.sound),
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sound = love.audio.newSource(game.ship.bullet.sound),
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}
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}
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phys.apply(bullet, state.ship)
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table.insert(state.bullets, bullet)
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table.insert(state.bullets, bullet)
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bullet.sound:play()
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bullet.sound:play()
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phys.apply(state.ship, { speed = game.ship.bullet.recoil, angle = state.ship.facing + phys.tau / 2 })
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phys.apply(state.ship, { speed = game.ship.bullet.recoil, angle = state.ship.facing + phys.tau / 2 })
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