protected override void Attack(GameTime gameTime) { if (characterDirection == "R") { GameWorld.Instantiate(new PlayerAttack(attackRight, new Vector2(position.X + sprite.Width / 2, position.Y), new Vector2(0, 0))); } if (characterDirection == "L") { GameWorld.Instantiate(new PlayerAttack(attackLeft, new Vector2(position.X - sprite.Width / 2, position.Y), new Vector2(0, 0))); } if (characterDirection == "U") { GameWorld.Instantiate(new PlayerAttack(attackUp, new Vector2(position.X, position.Y - (sprite.Height / 2 + sprite.Height / 4)), new Vector2(0, 0))); } if (characterDirection == "D") { GameWorld.Instantiate(new PlayerAttack(attackDown, new Vector2(position.X, position.Y + (sprite.Height / 2 + sprite.Height / 4)), new Vector2(0, 0))); } hasAttacked = true; }
protected virtual void Attack(GameTime gameTime) { if (characterDirection == "R") { GameWorld.Instantiate(new EnemyAttack(attackRight, new Vector2(position.X + sprite.Width / 2, position.Y), new Vector2(0, 0))); } if (characterDirection == "L") { GameWorld.Instantiate(new EnemyAttack(attackLeft, new Vector2(position.X - sprite.Width / 2, position.Y), new Vector2(0, 0))); } if (characterDirection == "U") { GameWorld.Instantiate(new EnemyAttack(attackUp, new Vector2(position.X, position.Y - (sprite.Height / 2 + sprite.Height / 4)), new Vector2(0, 0))); } if (characterDirection == "D") { GameWorld.Instantiate(new EnemyAttack(attackDown, new Vector2(position.X, position.Y + (sprite.Height / 2 + sprite.Height / 4)), new Vector2(0, 0))); } //GameWorld.newCollisionObjects.Add(); hasAttacked = true; }