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- // Bullet movement (strangely enough)
- moveBullets = function ()
- {
- // Well this is a convoluted fucking mess
- // Loops through bullets
- for (i = 0; i < bulletList.length; i++)
- {
- var bul:MovieClip = _root["bullet" + bulletList[i]];
- // Moves bullet the direction it should be going
- bul.life --
- if(bul.life == 0){
- bul.gotoAndPlay("Dead")
- }
- bul._x += bulletSpeed * Math.sin(bul._rotation * Math.PI / 180);
- bul._y -= bulletSpeed * Math.cos(bul._rotation * Math.PI / 180);
- // if the bullet is out of the screen
- if ((bul._x < -100) || (bul._x > 750) || (bul._y < -100) || (bul._y > 550))
- {
- // GTFO, bullet
- bul.gotoAndPlay("Dead")
- // copypasta'd loop is copypasta'd
- for (b = 0; b < bulletList.length; b++)
- {
- // removes bullet from the array
- if (bulletList[b] == bulletList[i])
- {
- bulletList.splice(b,1);
- break;
- }
- }
- }
- // Well fuck, more nested loops
- for (a = 0; a < enemyList.length; a++)
- {
- var en:MovieClip = _root["enemy" + enemyList[a]];
- // If the bullet hits an enemy
- if (en.hitTest(bul))
- {
- // damage the enemy
- en.health -= bulletDamage[bulletType];
- en.healthBar._width = (en.health / en.maxHealth) * 100
- // OH GOD WHEN WILL IT STOP
- for (b = 0; b < bulletList.length; b++)
- {
- // remove the bullet from the array
- if (bulletList[b] == bulletList[i])
- {
- bulletList.splice(b,1);
- break;
- }
- }
- // remove bullet from the screen
- bul.gotoAndPlay("Dead")
- if (en.health <= 0)
- {
- // removes enemy from the array if it is dead
- for (c = 0; c < enemyList.length; c++)
- {
- if (enemyList[c] == enemyList[a])
- {
- enemyList.splice(c,1);
- break;
- }
- }
- // deletes enemy on death
- money += en.money
- en.removeMovieClip();
- }
- }
- }
- }
- };
- // And breathe
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