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https://github.com/stevenhowes/TheEscape.git
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Offset locations for phaser, targetting boxes for phasers
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@@ -28,6 +28,12 @@ DEF PROC_main
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DIM PlayerHitbox%(3)
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DIM PlayerHitbox%(3)
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PlayerHitbox%() = 0,0,60,81
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PlayerHitbox%() = 0,0,60,81
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DIM PlayerPhaserOffset%(1,1)
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PlayerPhaserOffset%(0,X) = 20
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PlayerPhaserOffset%(0,Y) = 75
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PlayerPhaserOffset%(1,X) = 40
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PlayerPhaserOffset%(1,Y) = 75
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LeftID% = -1
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LeftID% = -1
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RightID% = -1
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RightID% = -1
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@@ -98,6 +104,7 @@ DEF PROC_main
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PROCenemy_ship_move
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PROCenemy_ship_move
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PROCenemy_ship_collide_player
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PROCenemy_ship_collide_player
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PROCenemy_ship_collide_npc
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PROCenemy_ship_collide_npc
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PROCplayer_arc_calculatetarget
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REM Still not sure about this bollocks, but it does seem to work now
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REM Still not sure about this bollocks, but it does seem to work now
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SYS "OS_Byte",19
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SYS "OS_Byte",19
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@@ -114,7 +121,7 @@ DEF PROC_main
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REM Player
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REM Player
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PROCplayer_ship_draw
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PROCplayer_ship_draw
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PROCplayer_arc_calculatetarget
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PROCplayer_target_draw
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PROCenemy_ship_draw
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PROCenemy_ship_draw
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@@ -332,6 +339,24 @@ DEF PROCinputs
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ENDIF
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ENDIF
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ENDPROC
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ENDPROC
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DEF PROCplayer_target_draw
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IF LeftID% >= 0 THEN
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REM LINE PlayerLocation%(X) + PlayerPhaserOffset%(0,X), PlayerLocation%(Y) + PlayerPhaserOffset%(0,Y), EnemyLocations%(LeftID%,X), EnemyLocations%(LeftID%,Y)
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RECT EnemyLocations%(LeftID%,X) + EnemyHitbox%(EnemyHitboxID%(LeftID%),X) - 10, EnemyLocations%(LeftID%,1) + EnemyHitbox%(EnemyHitboxID%(LeftID%),1) - 10, EnemyHitbox%(EnemyHitboxID%(LeftID%),2) + 20, EnemyHitbox%(EnemyHitboxID%(LeftID%),3) + 20
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RECT EnemyLocations%(LeftID%,X) + EnemyHitbox%(EnemyHitboxID%(LeftID%),X) - 8, EnemyLocations%(LeftID%,1) + EnemyHitbox%(EnemyHitboxID%(LeftID%),1) - 8, EnemyHitbox%(EnemyHitboxID%(LeftID%),2) + 16, EnemyHitbox%(EnemyHitboxID%(LeftID%),3) + 16
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ENDIF
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IF RightID% >= 0 THEN
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REM LINE PlayerLocation%(X) + PlayerPhaserOffset%(1,X), PlayerLocation%(Y) + PlayerPhaserOffset%(1,Y), EnemyLocations%(RightID%,X), EnemyLocations%(RightID%,Y)
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RECT EnemyLocations%(RightID%,X) + EnemyHitbox%(EnemyHitboxID%(RightID%),X) -10, EnemyLocations%(RightID%,1) + EnemyHitbox%(EnemyHitboxID%(RightID%),1) -10, EnemyHitbox%(EnemyHitboxID%(RightID%),2) +20, EnemyHitbox%(EnemyHitboxID%(RightID%),3) +20
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RECT EnemyLocations%(RightID%,X) + EnemyHitbox%(EnemyHitboxID%(RightID%),X) -8, EnemyLocations%(RightID%,1) + EnemyHitbox%(EnemyHitboxID%(RightID%),1) -8, EnemyHitbox%(EnemyHitboxID%(RightID%),2) +16, EnemyHitbox%(EnemyHitboxID%(RightID%),3) +16
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ENDIF
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ENDPROC
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REM Debug prints
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REM Debug prints
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DEF PROCdebugoutput
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DEF PROCdebugoutput
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MOVE 0,500
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MOVE 0,500
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@@ -353,11 +378,11 @@ DEF PROCdebugoutput
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RECT PlayerLocation%(X) + PlayerHitbox%(0), PlayerLocation%(Y) + PlayerHitbox%(1), PlayerHitbox%(2), PlayerHitbox%(3)
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RECT PlayerLocation%(X) + PlayerHitbox%(0), PlayerLocation%(Y) + PlayerHitbox%(1), PlayerHitbox%(2), PlayerHitbox%(3)
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IF LeftID% >= 0 THEN
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IF LeftID% >= 0 THEN
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LINE PlayerLocation%(X), PlayerLocation%(Y), EnemyLocations%(LeftID%,X), EnemyLocations%(LeftID%,Y)
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LINE PlayerLocation%(X) + PlayerPhaserOffset%(0,X), PlayerLocation%(Y) + PlayerPhaserOffset%(0,Y), EnemyLocations%(LeftID%,X), EnemyLocations%(LeftID%,Y)
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ENDIF
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ENDIF
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IF RightID% >= 0 THEN
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IF RightID% >= 0 THEN
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LINE PlayerLocation%(X), PlayerLocation%(Y), EnemyLocations%(RightID%,X), EnemyLocations%(RightID%,Y)
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LINE PlayerLocation%(X) + PlayerPhaserOffset%(1,X), PlayerLocation%(Y) + PlayerPhaserOffset%(1,Y), EnemyLocations%(RightID%,X), EnemyLocations%(RightID%,Y)
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ENDIF
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ENDIF
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ENDPROC
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ENDPROC
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