for(int podloop = 0; podloop<podmax; podloop++){
pods[podloop] = process_motion(pods[podloop], player);
//If lander dies, release pod
- /*
if(pods[podloop].chase>0){
for(int landerloop = 0; landerloop<landermax; landerloop++){
- if(landers[landerloop].number==pods[podloop].chase){
+ if(landerloop==pods[podloop].chase){
if(landers[landerloop].active==0){
- pods[podloop].vspeed = 1;
+ pods[podloop].vspeed = 2;
pods[podloop].vtime = 1;
pods[podloop].chase = 0;
};
};
};
};
- */
+
};
gatebeam1 = process_motion(gatebeam1, player);
if(abs(player.y-landers[landerloop].y)<=40){
landers[landerloop] = object_out(landers[landerloop]);
score = score + 20;
- //debug add pod drop once that works
- for(int podloop = 0; podloop<podmax; podloop++){
- if(pods[podloop].number==landers[landerloop].chase&&pods[podloop].active==1){
- pods[podloop].vspeed = 1;
- pods[podloop].vtime = 1;
- pods[podloop].chase = 0;
- };
- };
};
};
for(int crazyloop = 0; crazyloop<landermax; crazyloop++){
for(int landerloop = 0; landerloop<landermax; landerloop++){
if(landers[landerloop].active==1){
if(check_collision(bullets[bulletloop], landers[landerloop])==1){
- //kill lander and bullet, release pod
- for(int podloop = 0; podloop<podmax; podloop++){
- if(pods[podloop].number==landers[landerloop].chase&&pods[podloop].active==1){
- pods[podloop].vspeed = 1;
- pods[podloop].vtime = 1;
- pods[podloop].chase = 0;
- };
- };
+ //kill lander and bullet
landers[landerloop] = object_out(landers[landerloop]);
bullets[bulletloop].vtime = 100;
bullets[bulletloop] = age_bullet(bullets[bulletloop]);
//choose the closest pod
for(int podloop = 0; podloop<podmax; podloop++){
if(landers[landerloop].chase==0&&pods[podloop].chase==0&&pods[podloop].active==1){
- landers[landerloop].chase = pods[podloop].number;
- pods[podloop].chase = landers[landerloop].number;
+ landers[landerloop].chase = podloop;
+ pods[podloop].chase = landerloop;
};
};
//alert player print >>>> or <<<< at mid height, flash. set a value, have a function do it in the draw area.