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-rw-r--r--app/systems/player_weapon.rb18
1 files changed, 10 insertions, 8 deletions
diff --git a/app/systems/player_weapon.rb b/app/systems/player_weapon.rb
index 02a50ec..2ecd250 100644
--- a/app/systems/player_weapon.rb
+++ b/app/systems/player_weapon.rb
@@ -2,14 +2,16 @@ FF::Scn::BoidRules.add(
FF::Sys.new('PlayerWeapon') do
if $gtk.args.inputs.mouse.down
player = FF::Cmp::SingletonPlayer[0].entities[0]
- boid = player.components[FF::Cmp::Boid][0]
- weapon = player.components[FF::Cmp::Weapon][0]
- if player.components[FF::Cmp::Weapon][0].cooldown <= 0
- # spawn bullet facing correct angle
- mag = Math.sqrt((boid.vx ** 2) + (boid.vy ** 2))
- bullet = Factory::Bullet.new(damage: weapon.damage, vx: (boid.vx/mag) * weapon.speed, vy: (boid.vy/mag) * weapon.speed, x: boid.x, y: boid.y)
- bullet.remove(bullet.components[FF::Cmp::Team][0])
- bullet.add(FF::Cmp::Team.new(team: 'player'))
+ unless player.nil?
+ boid = player.components[FF::Cmp::Boid][0]
+ weapon = player.components[FF::Cmp::Weapon][0]
+ if player.components[FF::Cmp::Weapon][0].cooldown <= 0
+ # spawn bullet facing correct angle
+ mag = Math.sqrt((boid.vx ** 2) + (boid.vy ** 2))
+ bullet = Factory::Bullet.new(damage: weapon.damage, vx: (boid.vx/mag) * weapon.speed, vy: (boid.vy/mag) * weapon.speed, x: boid.x, y: boid.y)
+ bullet.remove(bullet.components[FF::Cmp::Team][0])
+ bullet.add(FF::Cmp::Team.new(team: 'player'))
+ end
end
end
end