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Tried re-arranging and removing any of the 'breaker' REMs or the PRINT 1s makes it work. Some kind of limitation somewhere
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@@ -161,24 +161,6 @@ DEF PROCenemy_ship_collide
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w1 = EnemyHitbox%(EnemyHitboxID%(Enemy%),2)
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h1 = EnemyHitbox%(EnemyHitboxID%(Enemy%),3)
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REM Collision with another enemy
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REM TEST
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REM TESt
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FOR Enemy2%=0 TO MaxEnemies% - 1
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If Enemy% > Enemy2% THEN
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x2 = EnemyLocations%(Enemy2%,0) + EnemyHitbox%(EnemyHitboxID%(Enemy2%),0)
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y2 = EnemyLocations%(Enemy2%,1) + EnemyHitbox%(EnemyHitboxID%(Enemy2%),1)
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w2 = EnemyHitbox%(EnemyHitboxID%(Enemy2%),2)
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h2 = EnemyHitbox%(EnemyHitboxID%(Enemy2%),3)
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IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN
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MOVE x1+w1,y1+h1
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IF DebugOut% = 1 THEN
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PRINT STR$(Enemy%) + " hit " + STR$(Enemy2%)
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ENDIF
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ENDIF
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ENDIF
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NEXT Enemy2%
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REM Collision with a player
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x2 = PlayerLocation%(0) + PlayerHitbox%(0)
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y2 = PlayerLocation%(1) + PlayerHitbox%(1)
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@@ -188,12 +170,31 @@ DEF PROCenemy_ship_collide
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MOVE x1+w1,y1+h1
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PlayerVelocity% = 0
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PRINT "BOOM"
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IF DebugOut% = 1 THEN
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PRINT " hits player"
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ENDIF
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REM IF DebugOut% = 1 THEN
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REM PRINT " hits player"
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REM ENDIF
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ENDIF
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REM TODO: Collision with projectile
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CollidesWith% = Enemy%
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FOR OtherEnemy%=0 TO MaxEnemies% - 1
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REM Collision with an enemy
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x2 = EnemyLocations%(OtherEnemy%,0) + EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),0)
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y2 = EnemyLocations%(OtherEnemy%,1) + EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),1)
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w2 = EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),2)
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h2 = EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),3)
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IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN
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CollidesWith% = OtherEnemy%
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ENDIF
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NEXT OtherEnemy%
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REM Breaker
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REM Breaker
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IF 1 = 1 THEN
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PRINT "1"
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PRINT "1"
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ENDIF
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NEXT Enemy%
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ENDPROC
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