package ei.game.scene.weapons; import ei.engine.effects.Particles; import ei.engine.math.Vector2f; import ei.engine.math.Vector2i; import ei.game.gamestate.InGameState; import ei.game.scene.Map; public class BomberWeapon extends Weapon{ private Particles part; private boolean hit; private Vector2i position; public BomberWeapon(Vector2f startPos) { super(startPos); setVelocity(4); setRange(100); setDamage(10); hit = false; position = Map.getPosByPixel(startPos.getX(), startPos.getY()); } public Particles getWeapon() { part = new Particles("bomber"); part = new Particles("weapon"); part.MaxSpeedX=700; part.MaxSpeedY=700; part.MaxSpeedZ=0; part.slowdown = 1; part.rainbow = false; part.regenerate = false; part.size=10; return part; } public void update() { if(!hit) { for(int i=position.getX()-1; i<=position.getX()+1; i++ ) { for(int j=position.getY(); j<=position.getY()+2; j++) { System.out.println("i :"+i+" j: "+j); if(InGameState.getMap().posExist(i, j)&& !InGameState.getMap().isPosEmpty(i, j)) { System.out.println("Damaged"); InGameState.getMap().getPos(i, j).damaged(getDamage()); } } } hit = true; } if(part.isDead()) { WeaponHandler.getInstance().removeWeapon(this); } } }