new shoot method
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								player.lua
									
									
									
									
									
								
							
							
						
						
									
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								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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						self.originY = self.height / 2
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end
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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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					function Player:update(dt)
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	local cos = math.cos
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						local cos = math.cos
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	local sin = math.sin --optimisation
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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 EnableKeyPress1 == true then
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			if love.keyboard.isDown("space") 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 newBullet = self:shoot(bulletSpeed)
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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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				table.insert(Bullets1, newBullet)
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									table.insert(Bullets1, newBullet)
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				KeyPressTime1 = KeyDelay1
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									KeyPressTime1 = KeyDelay1
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				EnableKeyPress1 = false
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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 EnableKeyPress2 == true then
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			if love.keyboard.isDown("return") 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 newBullet = self:shoot(bulletSpeed)
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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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				table.insert(Bullets2, newBullet)
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									table.insert(Bullets2, newBullet)
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				KeyPressTime2 = KeyDelay2
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									KeyPressTime2 = KeyDelay2
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				EnableKeyPress2 = false
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									EnableKeyPress2 = false
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