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@spillz
Created March 2, 2026 01:41
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Save spillz/e47ad2893b4dbc5415aa3b69f2ba52f3 to your computer and use it in GitHub Desktop.
```
diff --git a/c:\Users\damie\source\dropship\src/loop.js b/c:\Users\damie\source\dropship\src/loop.js
--- a/c:\Users\damie\source\dropship\src/loop.js
+++ b/c:\Users\damie\source\dropship\src/loop.js
@@ -634,29 +634,9 @@
*/
- _step(dt, inputState){
- const { left, right, thrust, down, reset, shoot, bomb, aim, aimShoot, aimBomb, aimShootFrom, aimShootTo, aimBombFrom, aimBombTo } = inputState;
- if (reset) this._resetShip();
- const aimWorldShoot = this._toWorldFromAim(aimShoot || aim);
- const aimWorldBomb = this._toWorldFromAim(aimBomb || aimShoot || aim);
- let aimWorld = (aimShootTo && this._toWorldFromAim(aimShootTo)) || aimWorldShoot || (aimBombTo && this._toWorldFromAim(aimBombTo)) || aimWorldBomb;
- if ((aimShootFrom && aimShootTo) || (aimBombFrom && aimBombTo)){
- const from = aimShootFrom || aimBombFrom;
- const to = aimShootTo || aimBombTo;
- const wFrom = from ? this._toWorldFromAim(from) : null;
- const wTo = to ? this._toWorldFromAim(to) : null;
- if (wFrom && wTo){
- const dx = wTo.x - wFrom.x;
- const dy = wTo.y - wFrom.y;
- const dist = Math.hypot(dx, dy) || 1;
- const dirx = dx / dist;
- const diry = dy / dist;
- const aimLen = Math.max(4.0, this._aimWorldDistance(GAME.AIM_SCREEN_RADIUS || 0.25));
- aimWorld = { x: this.ship.x + dirx * aimLen, y: this.ship.y + diry * aimLen };
- }
- }
- this.lastAimWorld = aimWorld;
- if (inputState.aim) this.lastAimScreen = inputState.aim;
-
- if (this.ship.hitCooldown > 0){
- this.ship.hitCooldown = Math.max(0, this.ship.hitCooldown - dt);
- }
+ _step(dt, inputState){
+ const { left, right, thrust, down, reset, shoot, bomb, aim, aimShoot, aimBomb, aimShootFrom, aimShootTo, aimBombFrom, aimBombTo } = inputState;
+ if (reset) this._resetShip();
+
+ if (this.ship.hitCooldown > 0){
+ this.ship.hitCooldown = Math.max(0, this.ship.hitCooldown - dt);
+ }
@@ -822,8 +802,29 @@
}
- }
- }
- }
-
- if (this.ship.state !== "crashed"){
- if (shoot){
+ }
+ }
+ }
+
+ const aimWorldShoot = this._toWorldFromAim(aimShoot || aim);
+ const aimWorldBomb = this._toWorldFromAim(aimBomb || aimShoot || aim);
+ let aimWorld = (aimShootTo && this._toWorldFromAim(aimShootTo)) || aimWorldShoot || (aimBombTo && this._toWorldFromAim(aimBombTo)) || aimWorldBomb;
+ if ((aimShootFrom && aimShootTo) || (aimBombFrom && aimBombTo)){
+ const from = aimShootFrom || aimBombFrom;
+ const to = aimShootTo || aimBombTo;
+ const wFrom = from ? this._toWorldFromAim(from) : null;
+ const wTo = to ? this._toWorldFromAim(to) : null;
+ if (wFrom && wTo){
+ const dx = wTo.x - wFrom.x;
+ const dy = wTo.y - wFrom.y;
+ const dist = Math.hypot(dx, dy) || 1;
+ const dirx = dx / dist;
+ const diry = dy / dist;
+ const aimLen = Math.max(4.0, this._aimWorldDistance(GAME.AIM_SCREEN_RADIUS || 0.25));
+ aimWorld = { x: this.ship.x + dirx * aimLen, y: this.ship.y + diry * aimLen };
+ }
+ }
+ this.lastAimWorld = aimWorld;
+ if (inputState.aim) this.lastAimScreen = inputState.aim;
+
+ if (this.ship.state !== "crashed"){
+ if (shoot){
let dirx = 0, diry = 0;
```
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