new shoot method
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8fdbc3d0df
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23
player.lua
23
player.lua
@ -30,6 +30,17 @@ function Player:new(p, x, y, health, image, speed)
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self.originY = self.height / 2
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end
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function Player:shoot(bulletSpeed)
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local cos = math.cos
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local sin = math.sin --optimisation
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local offsetX = cos(self.rotation) * self.width / 2
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local offsetY = sin(self.rotation) * self.height / 2
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local bulletX = self.x + offsetX
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local bulletY = self.y + offsetY
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local newBullet = Bullet(bulletX, bulletY, self.p, bulletSpeed, self.rotation)
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return newBullet
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end
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function Player:update(dt)
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local cos = math.cos
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local sin = math.sin --optimisation
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@ -52,11 +63,7 @@ function Player:update(dt)
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if EnableKeyPress1 == true then
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if love.keyboard.isDown("space") then
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local offsetX = math.cos(self.rotation) * self.width / 2
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local offsetY = math.sin(self.rotation) * self.height / 2
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local bulletX = self.x + offsetX
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local bulletY = self.y + offsetY
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local newBullet = Bullet(bulletX, bulletY, self.p, bulletSpeed, self.rotation)
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local newBullet = self:shoot(bulletSpeed)
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table.insert(Bullets1, newBullet)
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KeyPressTime1 = KeyDelay1
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EnableKeyPress1 = false
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@ -86,11 +93,7 @@ function Player:update(dt)
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if EnableKeyPress2 == true then
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if love.keyboard.isDown("return") then
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local offsetX = math.cos(self.rotation) * self.width / 2
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local offsetY = math.sin(self.rotation) * self.height / 2
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local bulletX = self.x + offsetX
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local bulletY = self.y + offsetY
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local newBullet = Bullet(bulletX, bulletY, self.p, bulletSpeed, self.rotation)
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local newBullet = self:shoot(bulletSpeed)
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table.insert(Bullets2, newBullet)
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KeyPressTime2 = KeyDelay2
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EnableKeyPress2 = false
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