public void shoot(BulletObj bullet, int angle) { }
public void addBulletType(BulletObj bullet) { BulletType.Add(bullet); bullet.visibility = false; }
private void convertDetails(XmlTag element) { XmlTag details = stack.Pop(); string key = stack.Peek().Attributes["id"]; MoveableSpriteObj baseObj = moveableSpriteObjs[stack.Peek().Attributes["moveablespriteobj"]]; bool killable = bool.Parse(stack.Peek().Attributes["killable"]), bounceable = bool.Parse(stack.Peek().Attributes["bounceable"]); BulletObj value = new BulletObj(baseObj.sprite, 0, 0, (int)baseObj.velocity.X, (int)baseObj.velocity.Y, null, killable, bounceable, 0.0f, 1.0f); foreach (KeyValuePair<string, string> attrib in element.Attributes) { if (attrib.Key == "id") key += attrib.Value; else if (attrib.Key == "amount") value.BulletAmount = Int32.Parse(attrib.Value); else if (attrib.Key == "separation") value.BulletDensity = (Int32.Parse(attrib.Value) == 0) ? 0.5f : Int32.Parse(attrib.Value); else if (attrib.Key == "interval") value.BulletInterval = Int32.Parse(attrib.Value); } value.ID = key; bulletObjs.Add(key, value); stack.Push(details); }