GreenFox,
It is not that you need to do raycasting to create a bullet sequence. But, that raycasting needs to be coded within the bullet sequence.
Raycasting is quite simple, so don't overthink it. It is a method used to check at
every point between two points. In 2d, on the x axis(left to right), let us say that point a = 0 and point b = 10. Let us also say that point a represents a bullet before it was shot, and point b represents how far it will travel in one program loop(specifically where it will end up after one program loop). How can we check
every point between point a and point b for an reason, mainly collision?
First of all, we need to define how large a point will be. This can be any real or integer number. For this lesson, we will define a point to be 1 screen pixel in size. Therefore, there are 10 points all together. So, we need to check 10 points.
Remember, that the bullet is traveling at 10 pixels per game loop, and so we will need to check between 10 points each game loop for any collision. So, let us start at point 0. Make sure that you cast a ray before the bullet's location is updated. Use a for next loop(a for next loop will be completed before any game loop continues), which increments by one pixel each loop, starting at the bullet's last location. In this scenario, the bullet's last location is at point a, or 0, and it's new location will be at point b, or 10. So, we need to count from 0 to 10 in the for next loop.
for ray = pointa to pointb
REM << ray is our x coordinate
Use the coordinate here to check for any collision between it and other objects
next ray
After the for next loop, the bullet's location will be set to 10. Then, on the next loop, the for next loop will need to check from the new point a, which is the old point b, to the new point b, which is ten more pixels away, and so on.
This may be a bit confusing, due to me being rushed for time at the moment. Remember, this lesson is basing the ray on only 1 dimension, left to right. It is a bit different to do this on more than one dimension. I will explain later.

+NanoBrain+