8 hour clean up day, fixing temp systems and wiping old letters of the white board.
Giving two fire commands in quick succession in two different directions will now hold the second command and execute it at the next possible moment. The second command must be 5 frames after the first command but within 20 for it be stored instead of just executed. When the player bumps into something they smoosh against it, altering scale by 10% along the x and y axis, then return to normal size over 5 frames. There are now 3 frames in between the fire command and a visible projectile moving from the player. This is part of parrying, which now works. The projectile is spawned invisibly and stationary on key up. During these 3 frames the projectile can parry. Parrying and collision now only works when projectiles are traveling in opposite directions. As long at there is a bullet in its first 3 frames in a tile, that tile will parry incoming enemy projectiles (deleting them without harming the player of the parrying projectile). When projectiles collide particles are instantiated. The inner projectile's parent is rotated now instead of the individual dots to ensure they stay in sync. Bullet trails are now of a more accurate length and coloration. I'm not convinced its perfect, but there is no sense in working it more for now.