simpleAttackRange method

void simpleAttackRange({
  1. required Future<SpriteAnimation> animationRight,
  2. required Future<SpriteAnimation> animationLeft,
  3. required Future<SpriteAnimation> animationUp,
  4. required Future<SpriteAnimation> animationDown,
  5. Future<SpriteAnimation>? animationDestroy,
  6. required Vector2 size,
  7. Vector2? destroySize,
  8. dynamic id,
  9. double speed = 150,
  10. double damage = 1,
  11. Direction? direction,
  12. bool withCollision = true,
  13. bool enableDiagonal = true,
  14. VoidCallback? onDestroy,
  15. CollisionConfig? collision,
  16. 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 Vector2 size,
  Vector2? destroySize,
  dynamic id,
  double speed = 150,
  double damage = 1,
  Direction? direction,
  bool withCollision = true,
  bool enableDiagonal = true,
  VoidCallback? onDestroy,
  CollisionConfig? collision,
  LightingConfig? lightingConfig,
}) {
  Direction attackDirection = direction ?? this.lastDirection;
  this.simpleAttackRangeByDirection(
    direction: attackDirection,
    animationRight: animationRight,
    animationLeft: animationLeft,
    animationUp: animationUp,
    animationDown: animationDown,
    animationDestroy: animationDestroy,
    size: size,
    id: id,
    speed: speed,
    damage: damage,
    withCollision: withCollision,
    onDestroy: onDestroy,
    destroySize: destroySize,
    collision: collision,
    enableDiagonal: enableDiagonal,
    lightingConfig: lightingConfig,
    attackFrom: AttackFromEnum.PLAYER_OR_ALLY,
  );
}