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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.
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
The old neophyte movement changed moveMode from 1 to -1 and back on every bullet hit. Then used direction *= moveMode to flip between orbit mode and oscillate mode whenever we get hit.
The new adept movement keeps that, but combines it with a yatagan style onDeath lookup table. However note that in adept onDeath uses moveMode += 2. ^ is the XOR operator, so on every bullet hit we toggle the low bit. This allows it to combine pure orbit, switch on death to pure oscillate. Do that a few times as yatagan does, then after several deaths it will go back to toggling between orbit and oscillate on every hit.