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- /* Handle bullets */
- for (var i = 0; i < self.bullets.length; i++) {
- bullet_onFrame(self.bullets[i]);
- /* Destroy offscreen bullets */
- if (!mc_onScreen(self.bullets[i].mc)) {
- bullet_destroy(self.bullets[i]);
- self.bullets.split(i, 1);
- continue;
- }
- /* Handle enemy collision */
- for (var j = 0; j < self.enemies.length; j++) {
- if (collision(self.bullets[i], self.enemies[j])) {
- bullet_destroy(self.bullets[i]);
- self.bullets.splice(i, 1);
- enemy_destroy(self.enemies[j]);
- self.enemies.splice(j, 1);
- /* TODO: Death animation, score up */
- break;
- }
- }
- if (j < self.enemies.length) continue;
- /* Handle platform collision */
- for (var j = 0; j < self.platforms.length; j++) {
- if (collision(self.bullets[i], self.platforms[j])) {
- bullet_destroy(self.bullets[i]);
- self.bullets.splice(i, 1);
- break;
- }
- }
- }
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