//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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