simpleAttackRange method
void
simpleAttackRange({
- required Future<
SpriteAnimation> animationUp, - required double width,
- required double height,
- Future<
SpriteAnimation> ? animationDestroy, - dynamic id,
- double speed = 150,
- double damage = 1,
- double? radAngleDirection,
- bool withCollision = true,
- VoidCallback? onDestroy,
- CollisionConfig? collision,
- LightingConfig? lightingConfig,
Implementation
void simpleAttackRange({
required Future<SpriteAnimation> animationUp,
required double width,
required double height,
Future<SpriteAnimation>? animationDestroy,
dynamic id,
double speed = 150,
double damage = 1,
double? radAngleDirection,
bool withCollision = true,
VoidCallback? onDestroy,
CollisionConfig? collision,
LightingConfig? lightingConfig,
}) {
if (this.currentRadAngle == 0) return;
double? angle = radAngleDirection ?? this.currentRadAngle;
if (angle != null) {
this.simpleAttackRangeByAngle(
radAngleDirection: angle,
animationUp: animationUp,
animationDestroy: animationDestroy,
width: width,
height: height,
id: id,
speed: speed,
damage: damage,
withCollision: withCollision,
onDestroy: onDestroy,
collision: collision,
lightingConfig: lightingConfig,
);
}
}