public override IEnumerable<GameObject> ProduceObjects() { List<Bullet> produced = new List<Bullet>(); if (this.shotLoaded) { Bullet bullet = new Bullet(new MatrixCoords(this.TopLeft.Row + 1, this.TopLeft.Col + this.Width / 2)); produced.Add(bullet); this.shotLoaded = false; } return produced; }
public override IEnumerable<GameObject> ProduceObjects() { if (fire>0) { fire--; bulet[0]=new Bullet(new MatrixCoords(this.TopLeft.Row,this.TopLeft.Col+this.Width/2)); return bulet; } else { return new List<GameObject>(); } }
public override IEnumerable<GameObject> ProduceObjects() { List<GameObject> obj = new List<GameObject>(); if (this.isLoaded == true) { MatrixCoords bul = this.GetTopLeft(); bul.Col += this.Width / 2; Bullet bullet = new Bullet(bul); obj.Add(bullet); this.isLoaded = false; } return obj; }
public override IEnumerable<GameObject> ProduceObjects() { List<Bullet> array = new List<Bullet>(); if (this.isShootingRacket) { Bullet firstBullet = new Bullet(this.topLeft, new MatrixCoords(-1, 0)); Bullet secondBullet = new Bullet(new MatrixCoords(this.topLeft.Row, this.topLeft.Col + this.Width - 1), new MatrixCoords(-1, 0)); array.Add(firstBullet); array.Add(secondBullet); } return array; }
public override IEnumerable<GameObject> ProduceObjects() { if (shoots > 0 && produce == true) { int row = this.TopLeft.Row; int col = this.TopLeft.Col; List<GameObject> bullets = new List<GameObject>(); Bullet bullet = new Bullet(new MatrixCoords(row, col)); bullets.Add(bullet); produce = false; // ? return bullets; } return base.ProduceObjects(); }
public override IEnumerable<GameObject> ProduceObjects() { if (this.CanShoot) { this.CanShoot = false; int col = this.topLeft.Col + (this.Width / 2); var bulletTopLeft = new MatrixCoords(this.topLeft.Row, col); var bullet = new Bullet(bulletTopLeft); return new GameObject[] { bullet }; } return base.ProduceObjects(); }
public override IEnumerable<GameObject> ProduceObjects() { if (this.hasFired) { this.hasFired = false; List<Bullet> bullets = new List<Bullet>(); Bullet bullet = new Bullet( new MatrixCoords(this.TopLeft.Row - 2, this.TopLeft.Col + this.Width / 2)); bullets.Add(bullet); return bullets; } else { return base.ProduceObjects(); } }
public override IEnumerable<GameObject> ProduceObjects() { if (this.charges == 0) { this.charges = 1; List<Bullet> bullets = new List<Bullet>(); // create a new bullet object Bullet bullet = new Bullet( new MatrixCoords(this.TopLeft.Row - 2, this.TopLeft.Col + this.Width / 2)); // add the bullet to the list of bullets produced bullets.Add(bullet); return bullets; } else { return base.ProduceObjects(); } }