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Instead of calculating the time from the beginning, we'll just check the
time since the frame was started. This means if you are slow and then
fast, it won't freak out.
This was inspired by an app I wrote for Clank which counts clanks frame
by frame and I needed some similar mechanism.
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This doesn't change the functionality of the game at all (ideally), but
makes it easier to refactor and to add new enemies and new stages, which
is really the end-goal of this whole thing.
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It's sweet now
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I also upped the fire rate
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I profiled it and this was the slowest part.
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Player should be under bullets since player is now large
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These were fun to make
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I just fucked up the enemy movement, but hopefully I won't ever need
that old code. The new one is going to look really cool and sweet.
Anything with just modifying acceleration must look very cool and
smooth.
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