Re: Checking for enemies in BGT

I'm kind of thinking out loud since I've never coded a game, but I think I'm OK with concepts, just bad at the execution of said concepts. Let's say every weapon has a reach, for a gun, the distance would be the max number of positions the bullet would travel before disintegrating. For melee weapons, it would be the number of positions relative to the player the weapon could reach in its swing. So now you have as a minimum, the player's position when they fired or swung, and the max reach of the weapon to search. also, most weapons are not going to hit things behind the player, unless you're talking about splash damage from a rocket launcher, or explosive damage from a bomb. SO the search parameters just got downgraded to a radius. So now you have to decide how complex you want to simulate things, do you want to have melee weapons travel in an arc? If so, let's say the player is on the map and basically exists on the array at 25,25. His weapon might swing through 26 to 24 in the first array dimension, and 25 to 29 on the second, so now you have like an arc to search through. Or weapons could just directly search through a line straight out from the swing. But you now have search parameters so you're not combing through the entire array.

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