tidy up of comments

This commit is contained in:
stevenhowes
2021-02-13 21:06:03 +00:00
parent 1f8c0139c6
commit c2aedbcc7c
2 changed files with 19 additions and 9 deletions
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+19 -9
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@@ -142,23 +142,29 @@ DEF PROCmain_scene1
LastCents% = Cents% LastCents% = Cents%
Cents% = TIME Cents% = TIME
REM Controls REM Mission distance left
PlayerRemainingDistance% = PlayerRemainingDistance% - (Cents% - LastCents%) * PlayerVelocity% PlayerRemainingDistance% = PlayerRemainingDistance% - (Cents% - LastCents%) * PlayerVelocity%
REM Damage is always handled
PROCplayer_ship_handle_damage PROCplayer_ship_handle_damage
PROCenemy_ship_handle_damage PROCenemy_ship_handle_damage
REM Enemy movement - even if player dead
PROCenemy_ship_move PROCenemy_ship_move
IF PlayerStructuralIntegrity% > 0 THEN IF PlayerStructuralIntegrity% > 0 THEN
REM Controls
PROCinputs PROCinputs
REM NPCs REM NPCs
PROCenemy_ship_collide_player PROCenemy_ship_collide_player
REM PROCenemy_ship_collide_npc REM PROCenemy_ship_collide_npc
REM Player Weapons calculations
PROCplayer_arc_calculatetarget PROCplayer_arc_calculatetarget
PROCplayer_weapons_damage PROCplayer_weapons_damage
REM Environment calculations
PROCspecks_move PROCspecks_move
ENDIF ENDIF
@@ -179,6 +185,8 @@ DEF PROCmain_scene1
REM Player REM Player
PROCplayer_ship_draw PROCplayer_ship_draw
PROCplayer_target_draw PROCplayer_target_draw
REM Draw enemy stuff
PROCenemy_ship_draw PROCenemy_ship_draw
IF PlayerStructuralIntegrity% > 0 THEN IF PlayerStructuralIntegrity% > 0 THEN
@@ -215,12 +223,13 @@ ENDPROC
DEF PROCplayer_weapons_draw DEF PROCplayer_weapons_draw
IF LeftID% < 0 THEN REM If no targets then dont fire phasers
LeftFiring% = 0 IF LeftID% < 0 THEN
ENDIF LeftFiring% = 0
IF RightID% < 0 THEN ENDIF
RightFiring% = 0 IF RightID% < 0 THEN
ENDIF RightFiring% = 0
ENDIF
IF LeftFiring% = 1 THEN IF LeftFiring% = 1 THEN
LINE PlayerLocation%(X) + PlayerPhaserOffset%(0,X), PlayerLocation%(Y) + PlayerPhaserOffset%(0,Y), EnemyLocations%(LeftID%,X) + (EnemyHitbox%(EnemyHitboxID%(LeftID%),2)/2), EnemyLocations%(LeftID%,Y) LINE PlayerLocation%(X) + PlayerPhaserOffset%(0,X), PlayerLocation%(Y) + PlayerPhaserOffset%(0,Y), EnemyLocations%(LeftID%,X) + (EnemyHitbox%(EnemyHitboxID%(LeftID%),2)/2), EnemyLocations%(LeftID%,Y)
@@ -360,6 +369,7 @@ DEF PROChud_draw
PRINT PlayerRemainingDistance% DIV 1000 PRINT PlayerRemainingDistance% DIV 1000
ENDPROC ENDPROC
REM Not using this, NPC/NPC collide is needless maths..
DEF PROCenemy_ship_collide_npc DEF PROCenemy_ship_collide_npc
FOR Enemy%=0 TO MaxEnemies% - 1 FOR Enemy%=0 TO MaxEnemies% - 1
CollidesWith% = Enemy% CollidesWith% = Enemy%