My nasties have become noticeably trigger happy today, in fact it’s safe to say they’re trigger bloody ecstatic since each is firing nearly two bullets a second! The only issue is that, despite their attempts at peppering the player with lethal projectiles, for some bizarre reason the collision checks that should print a line to the console appear to be utterly ignoring what’s going on. i wouldn’t mind if this bug were being consistent, but the check code with the problem is based on one driving nasty to player bullet collisions and a third routine that checks the player to nasty collisions is in turn an almost direct cut-and-paste from that broken bullet check! “Bizarre” really doesn’t cover it…
Update: the problem turned out to be the lists being used; due to a typo on my part, the bullets for player and nasties both ended up sharing a list, so when the code went to check the nasty bullet list it was always empty. i’m not even vaguely sure how the damned thing worked with the two independent sets of bullets writing to the one list but somehow it did…!
So now that’s sorted out i have a testbed with a player spacecraft that can fire bullets which blow up nasties, which can in turn return fire or ram the player – at the moment, the nasties all drift around fairly aimlessly since they’re spawned randomly if a button is down, but that’s the next job…