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Bullet.hx
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Bullet.hx
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package;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxPoint;
import flixel.system.FlxAssets;
import flixel.util.FlxDirection;
class Bullet extends FlxSprite
{
var _speed:Float;
public function new()
{
super();
loadGraphic(AssetPaths.bullet__png, true);
width = 6;
height = 6;
offset.set(1, 1);
animation.add("up", [0]);
animation.add("down", [1]);
animation.add("left", [2]);
animation.add("right", [3]);
animation.add("poof", [4, 5, 6, 7], 50, false);
_speed = 360;
}
override public function update(elapsed:Float):Void
{
if (!alive)
{
if (animation.finished)
exists = false;
}
else if (touching != 0)
{
kill();
}
super.update(elapsed);
}
override public function kill():Void
{
if (!alive)
return;
velocity.set(0, 0);
if (isOnScreen())
FlxG.sound.play(FlxAssets.getSound("assets/sounds/jump"));
alive = false;
solid = false;
animation.play("poof");
}
public function shoot(Location:FlxPoint, Aim:FlxDirection):Void
{
FlxG.sound.play(FlxAssets.getSound("assets/sounds/shoot"));
super.reset(Location.x - width / 2, Location.y - height / 2);
solid = true;
switch (Aim)
{
case UP:
animation.play("up");
velocity.y = -_speed;
case DOWN:
animation.play("down");
velocity.y = _speed;
case LEFT:
animation.play("left");
velocity.x = -_speed;
case RIGHT:
animation.play("right");
velocity.x = _speed;
}
}
}