public Weapon Shoot(int weapon) { // 1 = basic bullet if (weapon == 1) { BasicBullet basic = new BasicBullet(); basic.SetTexture(bulletTexture); hitboxWidth = (basic.GetTextureWidth() / 2); hitboxHeight = (basic.GetTextureHeight() / 2); tempPlayerPos.X = (playerPos.X - hitboxWidth); tempPlayerPos.Y = (playerPos.Y - hitboxHeight); basic.SetPos(tempPlayerPos); basic.SetDirection(bulletDirection); delay = maxDelay; return basic; } return null; }
public Weapon Shoot(int weapon) { // 1 = basic bullet if (weapon == 1) { BasicBullet basic = new BasicBullet(); basic.SetTexture(bulletTexture); hitBoxWidht = basic.GetTexture().Width / 2; hitBoxHeight = basic.GetTexture().Height / 2; tempPos.X = playerPos.X - hitBoxWidht; tempPos.Y = playerPos.Y - hitBoxHeight; basic.SetPos(tempPos); basic.SetDirection(bulletDirection); delay = maxDelay; return basic; } return null; }
public Weapon Shoot(int weapon) { // 1 = basic bullet if (weapon == 1) { BasicBullet basic = new BasicBullet(); basic.SetTexture(bulletTexture); basic.SetPos(playerPos); basic.SetDirection(bulletDirection); delay = maxDelay; return basic; } return null; }