Der Spieler kann nun Projectile schießen
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@@ -11,6 +11,8 @@ public class Player extends Actor
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int jumpBoostDuration = -1;
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int jumpBoostStrength = 5;
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boolean projectileReady = false;
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int projectileTimer;
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private int speed = 6;
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private int currentJumpStrength;
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@@ -27,6 +29,7 @@ public class Player extends Actor
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jump();
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fall();
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handlePowerUps();
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shootProjectile();
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//Check ob der Spieler am unteren Fensterrand ist
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if (getY()+1 >= getWorld().getHeight()){
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@@ -85,6 +88,21 @@ public class Player extends Actor
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break; }
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} onGround = landed;
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}
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public void shootProjectile(){
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projectileTimer++;
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MouseInfo mouse = Greenfoot.getMouseInfo();
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if (Greenfoot.mousePressed(null)){
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PlayerProjectile playerProjectile = new PlayerProjectile();
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getWorld().addObject(playerProjectile, getX(), getY());
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playerProjectile.turnTowards(Greenfoot.getMouseInfo().getX(), Greenfoot.getMouseInfo().getY());
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projectileReady = false;
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}
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if (projectileTimer >= 10){
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projectileReady = true;
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projectileTimer = 0;
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}
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}
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public boolean collision(){
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if (getIntersectingObjects(Projectile.class).size()>0)
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