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survivors: giving different weapons different projectile speed
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@@ -75,7 +75,7 @@ export class HomingPistol extends RangeWeapon {
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let range = this.calculateRange()
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let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position, range);
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if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
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let stats = new ProjectileStats(5, 1, 5, 5)
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let stats = new ProjectileStats(5, 1, 5, this.stats.projectileSpeed)
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let projectile = HomingProjectile.createHomingProjectile(this.world, this.getPosition(), this.player, closestTargetTo[1]!, stats, 'yellow')
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this.projectiles.push(projectile)
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return true
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@@ -88,7 +88,7 @@ export class HomingPistol extends RangeWeapon {
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if(!offset) {
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offset = new Vector(5, 5)
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}
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let stats = new WeaponStats(0, 1)
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let stats = new WeaponStats(0, 1, 3)
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let pistol = new HomingPistol(world, stats)
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pistol.offset = offset;
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pistol.size = 5;
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@@ -122,7 +122,7 @@ export class Pistol extends RangeWeapon {
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let range = this.calculateRange()
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let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position, range);
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if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
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let stats = new ProjectileStats(2, 1, 5, 5)
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let stats = new ProjectileStats(2, 1, 5, this.stats.projectileSpeed)
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let projectile = StraightProjectile.createStraightProjectile(this.world, this.getPosition(), closestTargetTo[1]!.getPosition(), this.player, stats, 'pink')
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this.projectiles.push(projectile)
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return true
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@@ -135,7 +135,7 @@ export class Pistol extends RangeWeapon {
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if(!offset) {
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offset = new Vector(5, 5)
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}
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let stats = new WeaponStats(0, 1)
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let stats = new WeaponStats(0, 1, 5)
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let pistol = new Pistol(world, stats)
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pistol.offset = offset;
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pistol.size = 5;
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@@ -148,7 +148,8 @@ export class Pistol extends RangeWeapon {
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export class WeaponStats {
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constructor(private _weaponRange: number,
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private _weaponRangeFactor: number) {
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private _weaponRangeFactor: number,
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private _projectileSpeed: number) {
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}
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@@ -160,6 +161,11 @@ export class WeaponStats {
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return this._weaponRangeFactor
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}
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get projectileSpeed(): number {
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return this._projectileSpeed;
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}
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get effectiveWeaponRange(): number {
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return this._weaponRange * this._weaponRangeFactor
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}
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