When a bullet hits a SplitterCircle, the user should always see the circle split into multiple circles. Sometimes, the bullet immediately collides with the new circles due to where they spawn, and it doesn't look like the circle split into multiple circles.
Idea: figure out which quadrant of the circle the bullet hit based on the bullet's position relative to the circle's position. When generating new trajectories for circles, exclude that quadrant
90
_ _
/ | \
180 | --|-- | 0
\ _|_ /
270
Radius
The new circles should be based on the radius of the original circle. For example, creating two circles that are each half the radius of the original circle they split from. To avoid issues with the radius being too small, splitter circles can have a fixed radius that is large.
Splitting Logic
When a bullet hits a
SplitterCircle
, the user should always see the circle split into multiple circles. Sometimes, the bullet immediately collides with the new circles due to where they spawn, and it doesn't look like the circle split into multiple circles.Idea: figure out which quadrant of the circle the bullet hit based on the bullet's position relative to the circle's position. When generating new trajectories for circles, exclude that quadrant
Radius