tornem al pc d'anit
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@@ -14,8 +14,8 @@ Bullet::Bullet(float x, float y, BulletType bullet_type, bool powered, int owner
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bullet_type_(bullet_type),
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owner_(owner)
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{
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vel_x_ = (bullet_type_ == BulletType::LEFT) ? BULLET_VEL_X_LEFT_
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: (bullet_type_ == BulletType::RIGHT) ? BULLET_VEL_X_RIGHT_
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vel_x_ = (bullet_type_ == BulletType::LEFT) ? VEL_X_LEFT_
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: (bullet_type_ == BulletType::RIGHT) ? VEL_X_RIGHT_
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: 0;
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std::string powered_type = powered ? "powered_" : "normal_";
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@@ -37,7 +37,7 @@ Bullet::Bullet(float x, float y, BulletType bullet_type, bool powered, int owner
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break;
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}
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collider_.r = BULLET_WIDTH_ / 2;
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collider_.r = WIDTH / 2;
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shiftColliders();
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}
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@@ -59,14 +59,14 @@ BulletMoveStatus Bullet::update()
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BulletMoveStatus Bullet::move()
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{
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pos_x_ += vel_x_;
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if (pos_x_ < param.game.play_area.rect.x - BULLET_WIDTH_ || pos_x_ > param.game.play_area.rect.w)
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if (pos_x_ < param.game.play_area.rect.x - WIDTH || pos_x_ > param.game.play_area.rect.w)
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{
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disable();
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return BulletMoveStatus::OUT;
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}
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pos_y_ += BULLET_VEL_Y_;
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if (pos_y_ < param.game.play_area.rect.y - BULLET_HEIGHT_)
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pos_y_ += VEL_Y_;
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if (pos_y_ < param.game.play_area.rect.y - HEIGHT)
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{
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disable();
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return BulletMoveStatus::OUT;
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