1.2.0
The highlighted comment was created in this revision.
This looks really cool! The only problem I can see is if the bullet power is below 1, it won't react to fire in the oscillate mode. I also fixed a tiny problem in the number of values in the REVERSE_ON_ENEMY_FIRE block.
Interesting. Is this functionally different or just for the codesize?
If so how much is it saving?
I remember trying something similar to remove a conditional and replace it with a formula and it came out larger so I ditched the idea. Admittedly I was doing something a little different, but cool if you have gotten it to work for you and gained codesize.
I noticed the problem with casting the energy drop to an int
, but I figured that if an enemy was firing power 1s at a distance of around two hundred pixels, we would be able to get a score of 80+%, even with RM.
@Nz.jdc
This method saves two bytes over the conditional method (just enough to fit setAdjustGunForRobotTurn(true)
). I don't think it is functionally different from a conditional check. If it is, I probably did something wrong.
Off Topic: I don't understand how your new Adept movement works. What's the point of moveMode ^= 1
? Wouldn't that just return moveMode
unchanged?