Limit the number of unreflected missiles on-screen
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@ -11,6 +11,9 @@ local missile_trail_fade = 0.4
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local missile_trail_min_visibility = 0.03
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local missile_trail_length = math.log(missile_trail_min_visibility, missile_trail_fade)
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local unreflected_missiles = 0
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local unreflected_missiles_max = 5
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local cities = {}
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local city_radius = 0.05
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@ -20,7 +23,7 @@ local explosion_duration = 0.4
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local enemies = {}
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local enemy_radius = 0.025
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local enemy_min_shoot = 5
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local enemy_min_shoot = 2
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local enemy_max_shoot = 20
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local window_width = nil
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@ -114,6 +117,7 @@ function spawnMissile(x, y, target_x, target_y, speed)
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trail_length = 0,
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alive = true
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})
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unreflected_missiles = unreflected_missiles + 1
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end
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function spawnExplosion(x, y)
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@ -162,7 +166,10 @@ function updateMissiles(dt)
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-- Collision with the paddle
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missile.y = paddle_top
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missile.dy = -missile.dy
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missile.reflected = true
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if not missile.reflected then
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missile.reflected = true
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unreflected_missiles = unreflected_missiles - 1
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end
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end
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for _, city in ipairs(cities) do
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@ -280,8 +287,10 @@ function updateEnemies(dt)
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enemy.until_shoot = enemy.until_shoot - dt
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if enemy.until_shoot < 0 then
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enemy.until_shoot = enemy_min_shoot + math.random() * (enemy_max_shoot - enemy_min_shoot)
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local target = cities[math.random(1, #cities)]
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spawnMissile(enemy.x, enemy.y, target.x, target.y, 0.2)
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if unreflected_missiles < unreflected_missiles_max then
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local target = cities[math.random(1, #cities)]
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spawnMissile(enemy.x, enemy.y, target.x, target.y, 0.2)
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end
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end
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if not enemy.alive then
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