CaptainPoopface wrote: |
That's exactly what I wanted to know too... Dr. Brain kindly provided his pointdefense source as a reference, but it's intertwined with other Hyperspace modules and not meant to drop directly into ASSS. It's a bit over my head right now to try and implement something similar, even with his code as a guide. He claimed it was buggy as well, although it sure looks good in Hyperspace. |
CaptainPoopface wrote: |
Also look at the funky/autoturret.c for a turret that automatically aims and fires L1 bombs (easy enough to change what it shoots). Wish I could figure out a way to detect projectile collision for it so I could kill it. |
Code: Show/Hide int deltaTime = current_ticks() - data->pos.time;
int v_x = data->pos.xspeed; int v_y = data->pos.yspeed; int x = data->pos.x + deltaTime * v_x / 1000; int y = data->pos.y + deltaTime * v_y / 1000; |