Created
March 5, 2019 11:37
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Add this after the call to invader.update and before the code which checks if an invader has bumped into the side of the screen
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... | |
... | |
invader.update(fps) | |
// Does he want to take a shot? | |
if (invader.takeAim(playerShip.position.left, | |
playerShip.width, | |
waves)) { | |
// If so try and spawn a bullet | |
if (invadersBullets[nextBullet].shoot(invader.position.left | |
+ invader.width / 2, | |
invader.position.top, playerBullet.down)) { | |
// Shot fired | |
// Prepare for the next shot | |
nextBullet++ | |
// Loop back to the first one if we have reached the last | |
if (nextBullet == maxInvaderBullets) { | |
// This stops the firing of bullet | |
// until one completes its journey | |
// Because if bullet 0 is still active | |
// shoot returns false. | |
nextBullet = 0 | |
} | |
} | |
} | |
// If that move caused them to bump | |
// the screen change bumped to true | |
... | |
... |
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