public override bool Strike(IPlayer player) { _player = player; _shooter = player; _playerImage = player.ShooterImage; _allTargets = player.GetAllEnemies(); _storedArrowKeyDirection = player.ShootingDirection_Player; AllImagesShootingArrowLeft = player.AllArrowShootingLeftImages; AllImagesShootingArrowRight = player.AllArrowShootingRightImages; IsWeaponReadyForStrike = true; var initialLocationPoint = new Point(_arrowShootingInitialPotitionX, _arrowShootingInitialPotitionY); switch (_storedArrowKeyDirection) { case Key.Left: var shootingLeftInitialLocationSuccess = _weaponHelper.SetInitialLocation_For_ShootingWeapon(_playerImage, initialLocationPoint, AllImagesShootingArrowLeft); return(shootingLeftInitialLocationSuccess); case Key.Right: var shootingRightInitialLocationSuccess = _weaponHelper.SetInitialLocation_For_ShootingWeapon(_playerImage, initialLocationPoint, AllImagesShootingArrowRight); return(shootingRightInitialLocationSuccess); } return(false); }
public bool Strike(IEnemy shooter) { IsWeaponReadyToStrike = true; _enemy = shooter; _allTargets.Add(shooter.Target); AllImagesShootingLeftWeapon = shooter.AllFireballLeftShootingImages; AllImagesShootingRightWeapon = shooter.AllFireballRightShootingImages; var initialLocationPoint = new Point(0, 0); //... here we have to make them left and righ weapons var shootingLeftInitialLocationSuccess = _weaponHelper.SetInitialLocation_For_ShootingWeapon(shooter.ShooterImage, initialLocationPoint, AllImagesShootingLeftWeapon); var shootingRightInitialLocationSuccess = _weaponHelper.SetInitialLocation_For_ShootingWeapon(shooter.ShooterImage, initialLocationPoint, AllImagesShootingRightWeapon); if (shootingLeftInitialLocationSuccess && shootingRightInitialLocationSuccess) { return(true); } return(false); }