Get rid of player velocity entirely

This commit is contained in:
stevenhowes
2021-02-14 21:39:06 +00:00
parent 880cbba93a
commit 4c2713dad2
2 changed files with 6 additions and 23 deletions
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+6 -23
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@@ -84,7 +84,6 @@ DEF PROCmain_scene1
DIM PlayerLocation%(1)
PlayerLocation%(X) = SCREENGFXWIDTH%/2
PlayerLocation%(Y) = SCREENGFXHEIGHT%/PlayerYHeightDivide%
PlayerVelocity%=0
PlayerShields%=100
PlayerStructuralIntegrity%=100
PlayerSprite$ = "player_ship"
@@ -164,7 +163,7 @@ DEF PROCmain_scene1
Cents% = TIME
REM Mission distance left
PlayerRemainingDistance% = PlayerRemainingDistance% - (Cents% - LastCents%) * PlayerVelocity%
PlayerRemainingDistance% = PlayerRemainingDistance% - (Cents% - LastCents%) * 100
REM Damage is always handled
PROCplayer_ship_handle_damage
@@ -420,14 +419,14 @@ DEF PROCspecks_draw
REM Specks / stars
FOR Speck%=0 TO 49
GCOL 0,0
LINE SpeckLocations%(Speck%,X),SpeckLocations%(Speck%,Y),SpeckLocations%(Speck%,X),(PlayerVelocity% / 3) + SpeckLocations%(Speck%,Y)
LINE SpeckLocations%(Speck%,X),SpeckLocations%(Speck%,Y),SpeckLocations%(Speck%,X),30 + SpeckLocations%(Speck%,Y)
NEXT Speck%
ENDPROC
DEF PROCspecks_move
REM Specks / stars
FOR Speck%=0 TO 49
SpeckLocations%(Speck%,Y) = SpeckLocations%(Speck%,Y) - ((Cents% - LastCents%) * PlayerVelocity%/10)
SpeckLocations%(Speck%,Y) = SpeckLocations%(Speck%,Y) - ((Cents% - LastCents%) * 10
IF SpeckLocations%(Speck%,Y) < 0 THEN
SpeckLocations%(Speck%,Y) = SCREENGFXHEIGHT%
SpeckLocations%(Speck%,X) = RND(SCREENGFXWIDTH%)
@@ -438,7 +437,7 @@ ENDPROC
REM Move enemy ship (display and physical)
DEF PROCenemy_ship_move
FOR Enemy%=0 TO MaxEnemies% - 1
EnemyLocations%(Enemy%,Y) = EnemyLocations%(Enemy%,Y) - ((Cents% - LastCents%) * PlayerVelocity%/20) - ((Cents% - LastCents%) * EnemyVelocity%(Enemy%,Y))
EnemyLocations%(Enemy%,Y) = EnemyLocations%(Enemy%,Y) - ((Cents% - LastCents%) * EnemyVelocity%(Enemy%,Y))
EnemyLocations%(Enemy%,X) = EnemyLocations%(Enemy%,X) - ((Cents% - LastCents%) * EnemyVelocity%(Enemy%,X))
@@ -482,8 +481,7 @@ DEF PROChud_draw
PRINT PlayerShields%
MOVE 130,SCREENGFXHEIGHT%-80
PRINT PlayerStructuralIntegrity%
MOVE 130,SCREENGFXHEIGHT%-110
PRINT PlayerVelocity%
MOVE 130,SCREENGFXHEIGHT%-140
PRINT PlayerRemainingDistance% DIV 1000
ENDPROC
@@ -534,7 +532,6 @@ DEF PROCenemy_ship_collide_player
IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN
MOVE x1+w1,y1+h1
IF EnemyCollidable%(Enemy%) = 1 THEN
PlayerVelocity% = PlayerVelocity% / 2
EnemyHealth%(Enemy%) = EnemyHealth%(Enemy%) - 300
PlayerStructuralIntegrity% = PlayerStructuralIntegrity% - EnemyCollideForce%(Enemy%)
EnemyCollidable%(Enemy%) = 0
@@ -545,7 +542,7 @@ DEF PROCenemy_ship_collide_player
NEXT Enemy%
ENDPROC
REM Handle enemy collisions with player
REM Handle projectile collisions with player
DEF PROCprojectile_collide_player
FOR P%=0 TO MaxProjectiles% - 1
@@ -562,7 +559,6 @@ DEF PROCprojectile_collide_player
h2 = PlayerHitbox%(3)
IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN
MOVE x1+w1,y1+h1
PlayerVelocity% = PlayerVelocity% * 0.75
PlayerStructuralIntegrity% = PlayerStructuralIntegrity% - ProjectileDamage%(P%)
ProjectileState%(P%) = 0
ProjectileLocations%(P%,0) = 0
@@ -661,18 +657,6 @@ DEF PROCinputs
ShipSprite$ = "player_ship"
ENDIF
ENDIF
IF INKEY(-58) THEN
PlayerVelocity% = PlayerVelocity% + 1
IF PlayerVelocity% > 100 THEN
PlayerVelocity% = 100
ENDIF
ENDIF
IF INKEY(-42) THEN
PlayerVelocity% = PlayerVelocity% - 1
IF PlayerVelocity% < 0 THEN
PlayerVelocity% = 0
ENDIF
ENDIF
IF INKEY(-99) THEN
LeftFiring% = 1
RightFiring% = 1
@@ -680,7 +664,6 @@ DEF PROCinputs
IF INKEY(-34) THEN
PROCspawn_projectile(-1,SCREENGFXWIDTH%/2,SCREENGFXHEIGHT%/2,0,2,"photon",50)
ENDIF
IF INKEY(-17) THEN
IF DebugOut% = 0 THEN DebugOut% = 1
ENDIF