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* bullet: Do not clash with the poolMiquel Sabaté Solà2025-05-151-9/+9
| | | | | | | | | | One of the glitches as hinted by commit ae857d302cd6 ("Implement the base for moving bullets") actually came from the fact that the temporary screen coordinates were pointing at the first sprite from the pool of bullets. This commit moves these variables into a memory region where there won't be any clashes. Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
* Decrease the capacity of bullets on screenMiquel Sabaté Solà2025-05-151-1/+1
| | | | | | | | | This fixes any frame drops I have experienced so far. This is not a real fix since it is more likely that there's some part of the code that is simply too slow. At some point I should investigate where is that, but it will probably reappear whenever I start looking into enemies. Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
* Implement the base for moving bulletsMiquel Sabaté Solà2025-05-141-0/+303
This establishes a way for bullets to move, be displayed as independent sprites, cycle these sprites, and check for the collision on the background. This is still lacking the collision check with enemies and has some obvious bugs that will be fixed on the next commits. Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>