package weapons import "mover/gamedata" type Laser struct { active bool } func NewLaser() *Laser { l := &Laser{ active: false, } return l } func (g *Laser) IsActive() bool { return g.active } func (g *Laser) SetActivity(active bool) { g.active = active } func (g *Laser) GetWeaponType() gamedata.WeaponType { return gamedata.WeaponTypeLaser }