public Bullet fire(int x, int y, PlayerDir dir, bulletOwner owner, bulletType type) { Bullet bullet = new Bullet(); bullet.x = x; bullet.y = y; int vel = 0; int width = 0; int height = 0; switch (type) { case bulletType.SMALL: //adjust properties here vel = 8; width = 9; height = 9; break; case bulletType.SWORD: // no bullets if a sword is the weapon vel = 0; width = 36; height = 36; break; } switch (dir) // determine direction the character is looking, so we know what trail to fire the bullets in { case PlayerDir.UP: bullet.vel_x = 0; bullet.vel_y = -vel; break; case PlayerDir.DOWN: bullet.vel_y = vel; bullet.vel_x = 0; break; case PlayerDir.LEFT: bullet.vel_x = -vel; bullet.vel_y = 0; break; case PlayerDir.RIGHT: bullet.vel_x = vel; bullet.vel_y = 0; break; } bullet.owner = owner; bullet.type = type; bullet.width = width; bullet.height = height; bullet.col_tok = game_state.coll_engine.register_object(bullet, ColType.BULLET); //set some final bullet properties bullets.Add(bullet); // add the bullet to the list to be displayed later return(bullet); }
public Bullet fire(int x, int y, PlayerDir dir, bulletOwner owner, bulletType type) { Bullet bullet = new Bullet(); bullet.x = x; bullet.y = y; int vel = 0; int width = 0; int height = 0; switch (type) { case bulletType.SMALL: vel = 8; width = 9; height = 9; break; case bulletType.SWORD: vel = 0; width = 36; height = 36; break; } switch (dir) { case PlayerDir.UP: bullet.vel_x = 0; bullet.vel_y = -vel; break; case PlayerDir.DOWN: bullet.vel_y = vel; bullet.vel_x = 0; break; case PlayerDir.LEFT: bullet.vel_x = -vel; bullet.vel_y = 0; break; case PlayerDir.RIGHT: bullet.vel_x = vel; bullet.vel_y = 0; break; } bullet.owner = owner; bullet.type = type; bullet.width = width; bullet.height = height; bullet.col_tok = game_state.coll_engine.register_object(bullet, ColType.BULLET); bullets.Add(bullet); return(bullet); }
public Bullet fire(int x, int y, PlayerDir dir, bulletOwner owner, bulletType type) { Bullet bullet = new Bullet(); bullet.x = x; bullet.y = y; int vel = 0; int width = 0; int height = 0; switch (type) { case bulletType.SMALL: //adjust properties here vel = 8; width = 9; height = 9; break; case bulletType.SWORD: // no bullets if a sword is the weapon vel = 0; width = 36; height = 36; break; } switch (dir) // determine direction the character is looking, so we know what trail to fire the bullets in { case PlayerDir.UP: bullet.vel_x = 0; bullet.vel_y = -vel; break; case PlayerDir.DOWN: bullet.vel_y = vel; bullet.vel_x = 0; break; case PlayerDir.LEFT: bullet.vel_x = -vel; bullet.vel_y = 0; break; case PlayerDir.RIGHT: bullet.vel_x = vel; bullet.vel_y = 0; break; } bullet.owner = owner; bullet.type = type; bullet.width = width; bullet.height = height; bullet.col_tok = game_state.coll_engine.register_object(bullet, ColType.BULLET); //set some final bullet properties bullets.Add(bullet); // add the bullet to the list to be displayed later return bullet; }
public Bullet fire(int x, int y, PlayerDir dir, bulletOwner owner, bulletType type) { Bullet bullet = new Bullet(); bullet.x = x; bullet.y = y; int vel = 0; int width = 0; int height = 0; switch (type) { case bulletType.SMALL: vel = 8; width = 9; height = 9; break; case bulletType.SWORD: vel = 0; width = 36; height = 36; break; } switch (dir) { case PlayerDir.UP: bullet.vel_x = 0; bullet.vel_y = -vel; break; case PlayerDir.DOWN: bullet.vel_y = vel; bullet.vel_x = 0; break; case PlayerDir.LEFT: bullet.vel_x = -vel; bullet.vel_y = 0; break; case PlayerDir.RIGHT: bullet.vel_x = vel; bullet.vel_y = 0; break; } bullet.owner = owner; bullet.type = type; bullet.width = width; bullet.height = height; bullet.col_tok = game_state.coll_engine.register_object(bullet, ColType.BULLET); bullets.Add(bullet); return bullet; }