1.2.0

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Revision as of 4 June 2013 at 17:15.
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.

    Skilgannon (talk)11:04, 4 June 2013

    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.

      Nz.jdc (talk)13:20, 4 June 2013
       

      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?

        Sheldor (talk)18:15, 4 June 2013