Class TBullet (unit Gameform)

Inherits from

TObject

Constructors


constructor Create;

---------------------------------------------------------------------------- } { Simple Bullet } { ----------------------------------------------------------------------------


Functions

destructor Destroy;

I know I've forgotten to free some objects - debug

procedure Draw;

SetPixel(Game_DC,bp.

procedure Erase;

SetPixel(Game_DC,bp.

procedure EraseThenDraw;

setpixel is slooow.

function Move : integer;

I could do two descendent objects for horiz and vert objects and use a virtual approach, but a case statment is faster for just a couple of derived types } { I think

procedure Setup(x,y:integer; dir:integer; dam:integer);


procedure SetupLimits(xmx,xmn,ymx,ymn:integer; goodguy:boolean);

stop the bullet going too far off the edge

Properties

Events

Variables

bp : TPoint;


damage : integer;


direction : integer;


good : boolean;


horizontal : boolean;


lp : TPoint;


maxx : integer;


maxy : integer;


minx : integer;


miny : integer;



Constructors


constructor Create;

---------------------------------------------------------------------------- } { Simple Bullet } { ----------------------------------------------------------------------------


Functions


destructor Destroy;

I know I've forgotten to free some objects - debug


procedure Draw;

SetPixel(Game_DC,bp.x ,bp.y+1,$00FFFFFF);} { SetPixel(Game_DC,bp.x ,bp.y-1,$00FFFFFF);


procedure Erase;

SetPixel(Game_DC,bp.x ,bp.y+1,$00FFFFFF);} { SetPixel(Game_DC,bp.x ,bp.y-1,$00FFFFFF);


procedure EraseThenDraw;

setpixel is slooow. I need directdraw to really soup up the bullets


function Move : integer;

I could do two descendent objects for horiz and vert objects and use a virtual approach, but a case statment is faster for just a couple of derived types } { I think


procedure Setup(x,y:integer; dir:integer; dam:integer);


procedure SetupLimits(xmx,xmn,ymx,ymn:integer; goodguy:boolean);

stop the bullet going too far off the edge


Properties


Events


Variables


bp : TPoint;


damage : integer;


direction : integer;


good : boolean;


horizontal : boolean;


lp : TPoint;


maxx : integer;


maxy : integer;


minx : integer;


miny : integer;