public void MustUpdate(GameTime gameTime) { healthSystem.Update(gameTime); if (healthSystem.Danger()) { /*This can be used when you are falling down * Vector2 generated = new Vector2(r.Next(101)-50, r.Next(101)-50); * effects.Add(EffectsList.GetEffect(1, new Vector2(chopperBase.Center.X+ generated.X,chopperBase.Center.Y- generated.Y)));*/ Vector2 generated = new Vector2(r.Next(25) - 12, r.Next(25) - 12); effects.Add(EffectsList.GetEffect(EffectType.Smoke, new Vector2(chopperBase.Center.X + generated.X, chopperBase.Center.Y - generated.Y))); } for (int i = 0; i < effects.Count; i++) { effects[i].Update(gameTime); if (effects[i].finished()) { effects.RemoveAt(i); i--; } } }