new shoot method

main
Simon Kellet 7 months ago
parent 8fdbc3d0df
commit 1286d93daa
  1. 23
      player.lua

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

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