simpleAttackRange method
void
simpleAttackRange({
- required Future<
SpriteAnimation> animationUp, - required Future<
SpriteAnimation> animationDestroy, - required double width,
- required double height,
- double? radAngleDirection,
- int? id,
- double speed = 150,
- double damage = 1,
- int interval = 1000,
- bool withCollision = true,
- VoidCallback? onDestroy,
- CollisionConfig? collision,
- VoidCallback? onExecute,
- LightingConfig? lightingConfig,
Execute the ranged attack using a component with animation
Implementation
void simpleAttackRange({
required Future<SpriteAnimation> animationUp,
required Future<SpriteAnimation> animationDestroy,
required double width,
required double height,
double? radAngleDirection,
int? id,
double speed = 150,
double damage = 1,
int interval = 1000,
bool withCollision = true,
VoidCallback? onDestroy,
CollisionConfig? collision,
VoidCallback? onExecute,
LightingConfig? lightingConfig,
}) {
if (!this.checkInterval('attackRange', interval, dtUpdate)) return;
if (isDead) return;
this.simpleAttackRangeByAngle(
animationUp: animationUp,
animationDestroy: animationDestroy,
width: width,
height: height,
radAngleDirection: radAngleDirection ?? this.currentRadAngle,
id: id,
speed: speed,
damage: damage,
withCollision: withCollision,
onDestroy: onDestroy,
collision: collision,
lightingConfig: lightingConfig,
);
onExecute?.call();
}