public static void hit( int pos, float angle ) { Group parent = Dungeon.hero.sprite.parent; Wound w = (Wound)parent.recycle( Wound.class ); parent.bringToFront( w ); w.reset( pos ); w.angle = angle; } }
public static void hit( Char ch, float angle ) { if (ch.sprite.parent != null) { Wound w = (Wound) ch.sprite.parent.recycle(Wound.class); ch.sprite.parent.bringToFront(w); w.reset(ch.sprite); w.angle = angle; } }
public static void hit(int pos, float angle) { Group parent = Dungeon.hero.sprite.parent; Surprise s = (Surprise) parent.recycle(Surprise.class); parent.bringToFront(s); s.reset(pos); s.angle = angle; } }
public static void hit( Char ch, float angle ) { Wound w = (Wound)ch.sprite.parent.recycle( Wound.class ); ch.sprite.parent.bringToFront( w ); w.reset( ch.pos ); w.angle = angle; }
public static void blast(int pos) { Group parent = Dungeon.hero.sprite.parent; BlastWave b = (BlastWave) parent.recycle(BlastWave.class); parent.bringToFront(b); b.reset(pos); }
public static void hit(Char ch, float angle) { if (ch.sprite.parent != null) { Surprise s = (Surprise) ch.sprite.parent.recycle(Surprise.class); ch.sprite.parent.bringToFront(s); s.reset(ch.sprite); s.angle = angle; } }
public static void hit(int pos, float angle) { Group parent = Dungeon.hero.sprite.parent; Surprise s = (Surprise) parent.recycle(Surprise.class); parent.bringToFront(s); s.reset(pos); s.angle = angle; } }
public static void hit( int pos, float angle ) { Group parent = Dungeon.hero.sprite.parent; Wound w = (Wound)parent.recycle( Wound.class ); parent.bringToFront( w ); w.reset( pos ); w.angle = angle; } }
public static void hit( int pos, float angle ) { Group parent = Dungeon.hero.sprite.parent; Wound w = (Wound)parent.recycle( Wound.class ); parent.bringToFront( w ); w.reset( pos ); w.angle = angle; } }
public static void hit(Char ch, float angle) { if (ch.sprite.parent != null) { Surprise s = (Surprise) ch.sprite.parent.recycle(Surprise.class); ch.sprite.parent.bringToFront(s); s.reset(ch.sprite); s.angle = angle; } }
public static void hit( Char ch, float angle ) { if (ch.sprite.parent != null) { Wound w = (Wound) ch.sprite.parent.recycle(Wound.class); ch.sprite.parent.bringToFront(w); w.reset(ch.sprite); w.angle = angle; } }
public static void blast(int pos) { Group parent = Dungeon.hero.sprite.parent; BlastWave b = (BlastWave) parent.recycle(BlastWave.class); parent.bringToFront(b); b.reset(pos); }