//int segmentHit = -1; // Initialize segmentHit to -1 indicating no segment was hit initially
for (int k = segmentHit; k < totalSegments - 1; k++) {
centipede[k][x] = centipede[k + 1][x];
centipede[k][y] = centipede[k + 1][y];
centipede[k][exists] = centipede[k + 1][exists];
centipede[k][direction] = centipede[k + 1][direction];
}
// Mark the last segment as not existing
centipede[totalSegments - 1][exists] = false;
if (bullet[exists]) {
// Check for collision with centipede segments
for (int j = 0; j < totalSegments; j++) {
// ... (existing code for collision detection)
// Check if bullet hits the centipede segment
if (bulletX >= centipede[j][x] - centipedeCollisionRange &&
bulletX <= centipede[j][x] + centipedeCollisionRange &&
bulletY >= centipede[j][y] - centipedeCollisionRange &&
bulletY <= centipede[j][y] + centipedeCollisionRange &&
centipede[j][exists]) {
// Store the index of the hit segment
segmentHit = j;
// Split the centipede at the hit segment
bullet[exists] = false;
break; // Exit the loop after handling collision with one segment
}
}
}
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