Beispiel #1
0
        public Bullet fire(int x, int y, PlayerDir dir, bulletOwner owner, bulletType type)
        {
            Bullet bullet = new Bullet();

            bullet.x = x;
            bullet.y = y;

            int vel    = 0;
            int width  = 0;
            int height = 0;

            switch (type)
            {
            case bulletType.SMALL:     //adjust properties here
                vel    = 8;
                width  = 9;
                height = 9;
                break;

            case bulletType.SWORD:     // no bullets if a sword is the weapon
                vel    = 0;
                width  = 36;
                height = 36;
                break;
            }

            switch (dir) // determine direction the character is looking, so we know what trail to fire the bullets in
            {
            case PlayerDir.UP:
                bullet.vel_x = 0;
                bullet.vel_y = -vel;
                break;

            case PlayerDir.DOWN:
                bullet.vel_y = vel;
                bullet.vel_x = 0;
                break;

            case PlayerDir.LEFT:
                bullet.vel_x = -vel;
                bullet.vel_y = 0;
                break;

            case PlayerDir.RIGHT:
                bullet.vel_x = vel;
                bullet.vel_y = 0;
                break;
            }

            bullet.owner   = owner;
            bullet.type    = type;
            bullet.width   = width;
            bullet.height  = height;
            bullet.col_tok = game_state.coll_engine.register_object(bullet, ColType.BULLET);
            //set some final bullet properties

            bullets.Add(bullet); // add the bullet to the list to be displayed later

            return(bullet);
        }
        public Bullet fire(int x, int y, PlayerDir dir, bulletOwner owner, bulletType type)
        {
            Bullet bullet = new Bullet();

            bullet.x = x;
            bullet.y = y;

            int vel    = 0;
            int width  = 0;
            int height = 0;

            switch (type)
            {
            case bulletType.SMALL:
                vel    = 8;
                width  = 9;
                height = 9;
                break;

            case bulletType.SWORD:
                vel    = 0;
                width  = 36;
                height = 36;
                break;
            }

            switch (dir)
            {
            case PlayerDir.UP:
                bullet.vel_x = 0;
                bullet.vel_y = -vel;
                break;

            case PlayerDir.DOWN:
                bullet.vel_y = vel;
                bullet.vel_x = 0;
                break;

            case PlayerDir.LEFT:
                bullet.vel_x = -vel;
                bullet.vel_y = 0;
                break;

            case PlayerDir.RIGHT:
                bullet.vel_x = vel;
                bullet.vel_y = 0;
                break;
            }

            bullet.owner   = owner;
            bullet.type    = type;
            bullet.width   = width;
            bullet.height  = height;
            bullet.col_tok = game_state.coll_engine.register_object(bullet, ColType.BULLET);

            bullets.Add(bullet);

            return(bullet);
        }
        public Bullet fire(int x, int y, PlayerDir dir, bulletOwner owner, bulletType type)
        {
            Bullet bullet = new Bullet();
            bullet.x = x;
            bullet.y = y;

            int vel = 0;
            int width = 0;
            int height = 0;
            switch (type)
            {
                case bulletType.SMALL: //adjust properties here
                    vel = 8;
                    width = 9;
                    height = 9;
                    break;
                case bulletType.SWORD: // no bullets if a sword is the weapon
                    vel = 0;
                    width = 36;
                    height = 36;
                    break;
            }

            switch (dir) // determine direction the character is looking, so we know what trail to fire the bullets in
            {
                case PlayerDir.UP:
                    bullet.vel_x = 0;
                    bullet.vel_y = -vel;
                    break;
                case PlayerDir.DOWN:
                    bullet.vel_y = vel;
                    bullet.vel_x = 0;
                    break;
                case PlayerDir.LEFT:
                    bullet.vel_x = -vel;
                    bullet.vel_y = 0;
                    break;
                case PlayerDir.RIGHT:
                    bullet.vel_x = vel;
                    bullet.vel_y = 0;
                    break;
            }

            bullet.owner = owner;
            bullet.type = type;
            bullet.width = width;
            bullet.height = height;
            bullet.col_tok = game_state.coll_engine.register_object(bullet, ColType.BULLET);
            //set some final bullet properties

            bullets.Add(bullet); // add the bullet to the list to be displayed later

            return bullet;
        }
        public Bullet fire(int x, int y, PlayerDir dir, bulletOwner owner, bulletType type)
        {
            Bullet bullet = new Bullet();
            bullet.x = x;
            bullet.y = y;

            int vel = 0;
            int width = 0;
            int height = 0;
            switch (type)
            {
                case bulletType.SMALL:
                    vel = 8;
                    width = 9;
                    height = 9;
                    break;
                case bulletType.SWORD:
                    vel = 0;
                    width = 36;
                    height = 36;
                    break;
            }

            switch (dir)
            {
                case PlayerDir.UP:
                    bullet.vel_x = 0;
                    bullet.vel_y = -vel;
                    break;
                case PlayerDir.DOWN:
                    bullet.vel_y = vel;
                    bullet.vel_x = 0;
                    break;
                case PlayerDir.LEFT:
                    bullet.vel_x = -vel;
                    bullet.vel_y = 0;
                    break;
                case PlayerDir.RIGHT:
                    bullet.vel_x = vel;
                    bullet.vel_y = 0;
                    break;
            }

            bullet.owner = owner;
            bullet.type = type;
            bullet.width = width;
            bullet.height = height;
            bullet.col_tok = game_state.coll_engine.register_object(bullet, ColType.BULLET);

            bullets.Add(bullet);

            return bullet;
        }