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* Retrieve's the direction the Bullet is facing. If the angle is 0, then
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* the Bullet is facing right.
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*
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* @retval 0.0 If the bullet is inaccessible.
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* Retrieve's the direction the {@link Bullet} is facing. If the angle is 0, then
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* the {@link Bullet} is facing right.
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*
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* @return A double representing the direction the Bullet is facing.
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* @return A double representing the direction the {@link Bullet} is facing. Returns 0.0 if the bullet is inaccessible.
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*/
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publicdoublegetAngle() {
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returnbulletData.getAngle();
@@ -124,11 +113,9 @@ public double getAngle() {
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/**
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* Retrieves the X component of the Bullet's velocity, measured in pixels per frame.
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*
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* @retval 0.0 if the Bullet is inaccessible.
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* @return A double representing the number of pixels moved on the X axis per frame. Returns 0.0 if the {@link Bullet} is inaccessible.
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*
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* @return A double representing the number of pixels moved on the X axis per frame.
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*
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* @see getVelocityY, getAngle
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* @see {@link #getVelocityY}, {@link #getAngle}
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*/
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publicdoublegetVelocityX() {
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returnbulletData.getVelocityX();
@@ -137,36 +124,29 @@ public double getVelocityX() {
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/**
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* Retrieves the Y component of the Bullet's velocity, measured in pixels per frame.
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*
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* @retval 0.0 if the Bullet is inaccessible.
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*
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* @return A double representing the number of pixels moved on the Y axis per frame.
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* @return A double representing the number of pixels moved on the Y axis per frame. Returns 0.0 if the {@link Bullet} is inaccessible.
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*
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* @see getVelocityX, getAngle
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* @see {@link #getVelocityX}, {@link #getAngle}
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*/
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publicdoublegetVelocityY() {
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returnbulletData.getVelocityY();
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}
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/**
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* Retrieves the Unit interface that the Bullet is heading to.
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*
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* @retval null If the Bullet's target Unit is inaccessible, the Bullet is targetting the
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* ground, or if the Bullet itself is inaccessible.
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* Retrieves the Unit interface that the {@link Bullet} is heading to.
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*
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* @return The target Unit object, if one exists.
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* @see getTargetPosition, getSource
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* @return The target Unit object, if one exists. Returns null if the Bullet's target {@link Unit} is inaccessible, the {@link Bullet} is targetting the ground, or if the {@link Bullet} itself is inaccessible.
@@ -179,9 +159,7 @@ public Position getTargetPosition() {
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* This life span is measured in frames. Normally a Bullet will reach its target
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* before being removed.
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*
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* @retval 0 If the Bullet is inaccessible.
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*
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* @return An integer representing the remaining number of frames until the Bullet self-destructs.
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* @return An integer representing the remaining number of frames until the {@link Bullet} self-destructs. Returns 0 if the {@link Bullet} is inaccessible.
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*/
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publicintgetRemoveTimer() {
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returnbulletData.getRemoveTimer();
@@ -194,16 +172,14 @@ public boolean isVisible() {
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/**
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* Retrieves the visibility state of the Bullet.
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*
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* @param player If this parameter is specified, then the Bullet's visibility to the given player is checked. If this parameter is omitted, then a default value of null is used, which will check if the BWAPI player has vision of the Bullet.
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*
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* @note If \c player is null and game.self() is also null, then the visibility of
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* the Bullet is determined by checking if at least one other player has vision of the
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* Bullet.
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* @param player If this parameter is specified, then the Bullet's visibility to the given player is checked. If this parameter is omitted, then a default value of null is used, which will check if the BWAPI player has vision of the {@link Bullet}.
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*
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* @retval true If the Bullet is visible to the specified player.
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* @retval false If the Bullet is not visible to the specified player.
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* @return true if the {@link Bullet} is visible to the specified player. false if the {@link Bullet} is not visible to the specified player.
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