simpleAttackRange method
void
simpleAttackRange({
- required Future<
SpriteAnimation> animationRight, - required Future<
SpriteAnimation> animationLeft, - required Future<
SpriteAnimation> animationUp, - required Future<
SpriteAnimation> animationDown, - Future<
SpriteAnimation> ? animationDestroy, - required double width,
- required double height,
- dynamic id,
- double speed = 150,
- double damage = 1,
- Direction? direction,
- bool withCollision = true,
- bool enableDiagonal = true,
- VoidCallback? destroy,
- CollisionConfig? collision,
- LightingConfig? lightingConfig,
Implementation
void simpleAttackRange({
required Future<SpriteAnimation> animationRight,
required Future<SpriteAnimation> animationLeft,
required Future<SpriteAnimation> animationUp,
required Future<SpriteAnimation> animationDown,
Future<SpriteAnimation>? animationDestroy,
required double width,
required double height,
dynamic id,
double speed = 150,
double damage = 1,
Direction? direction,
bool withCollision = true,
bool enableDiagonal = true,
VoidCallback? destroy,
CollisionConfig? collision,
LightingConfig? lightingConfig,
}) {
Direction attackDirection = direction ?? this.lastDirection;
this.simpleAttackRangeByDirection(
direction: attackDirection,
animationRight: animationRight,
animationLeft: animationLeft,
animationUp: animationUp,
animationDown: animationDown,
animationDestroy: animationDestroy,
width: width,
height: height,
id: id,
speed: speed,
damage: damage,
withCollision: withCollision,
destroy: destroy,
collision: collision,
enableDiagonal: enableDiagonal,
lightingConfig: lightingConfig,
);
}