theDisplay.AddProjectiles(new Projectile(game.State.Map, projectileModel,\r
toShoot, new Point(startX, startY)));\r
\r
- /*\r
- if (state == State.up)\r
- {\r
- projectileCoolDown = shootCoolDown;\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
- new Vector2(0, -projectileSpeed), new Point(Coordinates.X, Coordinates.Y - 1)));\r
- }\r
- if (state == State.down)\r
- {\r
- projectileCoolDown = shootCoolDown;\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
- new Vector2(0, projectileSpeed), new Point(Coordinates.X, Coordinates.Y + 1)));\r
- }\r
- if (state == State.right)\r
- {\r
- projectileCoolDown = shootCoolDown;\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
- new Vector2(projectileSpeed, 0), new Point (Coordinates.X + 1, Coordinates.Y)));\r
- }\r
- if (state == State.left)\r
- {\r
- projectileCoolDown = shootCoolDown;\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel,\r
- new Vector2(-projectileSpeed, 0), new Point(Coordinates.X - 1, Coordinates.Y)));\r
- }\r
- */\r
+ \r
}\r
}\r
}\r