private void SpawnLittleCircle(Rectangle drawRectangleBigCircle) { //random x and y // i>1 because RandomNumberGerator.Next() spawn from 1 to max // possibility that loop does not work for (int i = RandomNumberGerator.Next(GameConstants.MAX_COUNT_LITTLE_CIRCLE_AFTER_KILL_BIG_CIRCLE); i >= 1; i--) { int randomLocationX = GetRandomLocation(drawRectangleBigCircle.X, 60); // generate outside window int randomLocationY = GetRandomLocation(drawRectangleBigCircle.Y, 60); //random velocity float speedLittleCircle = GameConstants.SPEED_MIN_LITTLE_CIRCLE_AFTER_KILL_BIG_CIRCLE + RandomNumberGerator.NextFloat(GameConstants.SPEED_RANGE_CIRCLE_AFTER_KILL_BIG_CIRCLE); float angleLittleCircle = RandomNumberGerator.NextFloat((float)(2 * Math.PI)); // use sin for x and don't use for y Vector2 velocity = new Vector2(speedLittleCircle * (float)Math.Sin((double)angleLittleCircle), speedLittleCircle); if (velocity.Y == 0) { velocity.Y = velocity.X; } if (velocity.Y < 0) { velocity.Y *= -1; } string spriteName = @"graphics\littleCircle\" + player.ColorEnamy + "LittleCircle"; LittleCircle newLittleCircle = new LittleCircle(Content, spriteName, randomLocationX, randomLocationY, velocity); littleCircles.Add(newLittleCircle); } }
// get random location(int) private int GetRandomLocation(int min, int range) { return(min + RandomNumberGerator.Next(range + 1)); }