private static void CreateBullets(Body ship) { Func<Vector2, Body> createBullet = pos => { var body = new Body(world); body.BodyType = BodyType.Dynamic; body.IsBullet = true; var shape = new FarseerCircleShape(0.15f / 4, 1); body.CreateFixture(shape); body.Position = ship.Position + ship.GetWorldVector(pos); body.Rotation = ship.Rotation; body.ApplyForce(body.GetWorldVector(new Vector2(0.0f, -15f))); body.OnCollision += (a, b, contact) => { world.RemoveBody(body); return false; }; return body; }; createBullet(new Vector2(-0.575f, -0.20f)); createBullet(new Vector2(0.575f, -0.20f)); }
private void CreateBullets() { Func<Vector2, Body> createBullet = pos => { var body = new Body(Game.World); body.BodyType = BodyType.Dynamic; body.IsBullet = true; body.UserData = new RadarData(RadarType.Bullet, new NetBullet(body)); var shape = new CircleShape(0.15f / 4, 1); body.CreateFixture(shape); body.Position = Body.Position + Body.GetWorldVector(pos); body.Rotation = Body.Rotation; body.ApplyForce(body.GetWorldVector(new Vector2(0.0f, -10f))); body.OnCollision += (a, b, contact) => { Game.World.RemoveBody(body); return false; }; return body; }; createBullet(new Vector2(-0.575f, -0.20f)); createBullet(new Vector2(0.575f, -0.20f)); }