Game Development Reference
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tempMissile.dy = 3;
break
case -90:
tempMissile.x = player.x-10;
tempMissile.y = player.y;
tempMissile.dx = -3;
tempMissile.dy = 0;
break;
}
tempMissile.nextX = tempMissile.x;
tempMissile.nextY = tempMissile.y;
playerMissileList.push(tempMissile);
addChild(tempMissile);
dispatchEvent(new CustomEventSound(CustomEventSound.PLAY_SOUND,
Main.SOUND_PLAYER_FIRE, false, 1, 0));
}
}
private function fireMissileAtPlayer(enemySprite:TileByTileBlitSprite):void {
if (enemySprite.missileTime++ > enemySprite.missileDelay) {
enemySprite.missileTime = 0;
trace("fire a missile");
tempMissile =new BlitSprite(tileSheet, missileTiles, 0);
switch(enemySprite.rotation) {
case 0:
tempMissile.dx = 0;
tempMissile.dy = -1*enemyShotSpeed;
tempMissile.x = enemySprite.x;
tempMissile.y = enemySprite.y-10;
break
case 90:
tempMissile.x = enemySprite.x+10;
tempMissile.y = enemySprite.y;
tempMissile.dx = enemyShotSpeed;
tempMissile.dy = 0;
break;
case 180:
tempMissile.x = enemySprite.x;
tempMissile.y = enemySprite.y+10;
tempMissile.dx = 0;
tempMissile.dy = enemyShotSpeed;
break
case -90:
tempMissile.x = enemySprite.x-10;
tempMissile.y = enemySprite.y;
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