public override BulletPatterns CreateBulletPattern(object type, Vector2 currentPosition) { int sideBoundLeft = 40; int sideBoundRight = 400; int topBound = 40; int bottomBound = 200; float xPosition = (float)_rand.Next(sideBoundLeft, sideBoundRight); float yPosition = (float)_rand.Next(topBound, bottomBound); BulletPatterns temp = new CircularPattern(GameArt.RedBullet, currentPosition, 12); switch (type) { case BulletPatternFactory.PatternTypes.Circular: temp = BulletPatternFactory.CreateCirclePattern(currentPosition, GameArt.RedBullet); break; case BulletPatternFactory.PatternTypes.HalfCircle: temp = BulletPatternFactory.CreateHalfCirclePattern(currentPosition, GameArt.BlueBullet); break; case BulletPatternFactory.PatternTypes.Player: temp = BulletPatternFactory.CreatePlayerBulletPattern(currentPosition, GameArt.LaserBullet); break; case BulletPatternFactory.PatternTypes.Single: temp = BulletPatternFactory.CreateSingleBulletPattern(currentPosition, GameArt.BlueBullet); break; case BulletPatternFactory.PatternTypes.Random: temp = BulletPatternFactory.CreateRandomBulletPattern(currentPosition, GameArt.BlueBullet); break; } return(temp); }
public void SetPosition(float x, float y) { setX(x); this.y = y; _transform.localPosition = CircularPattern.CilPos(x, y); }
public void Translate(float x, float y) { setX(this.x + x); this.y += y; _transform.localPosition = CircularPattern.CilPos(this.x, this.y); }