public Entity(Vector2 position, Gun gun) { Position = position; CurrentGun = gun; EntityType = EntityType.NPC; Dimensions = new EntityDimensions { Width = EntityConstants.DimensionConstants.Base_Width_Value, Height = EntityConstants.DimensionConstants.Base_Height_Value }; }
public Bullet Shoot(Vector2 entityCurrentPos, EntityDimensions dimensions, ActionConstants direction) { Vector2 position; var yPos = entityCurrentPos.Y + (dimensions.Height / 2) + 50; if (direction == ActionConstants.RIGHT) { var xPos = entityCurrentPos.X + dimensions.Width; position = new Vector2(xPos, yPos); } else { var xPos = entityCurrentPos.X - dimensions.Width; position = new Vector2(xPos, yPos); } return(bulletFactory.CreateBullet(bulletType, position, direction)); }