simpleAttackRange method

void simpleAttackRange({
  1. required Future<SpriteAnimation> animationUp,
  2. required double width,
  3. required double height,
  4. Future<SpriteAnimation>? animationDestroy,
  5. dynamic id,
  6. double speed = 150,
  7. double damage = 1,
  8. double? radAngleDirection,
  9. bool withCollision = true,
  10. VoidCallback? onDestroy,
  11. CollisionConfig? collision,
  12. 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,
    );
  }
}