public Vector2 calculateWanderMissil(PursuitRocket missil, float secs)
        {
            float   jitterTimeSlice = jitter * secs * 9;
            Vector2 tmp             = new Vector2(
                RandomClamped() * jitterTimeSlice,
                RandomClamped() * jitterTimeSlice);

            wanderTarget += tmp;
            wanderTarget  = Vector2.Normalize(wanderTarget) * radius;

            Vector2 target = missil.getPosition();

            target += missil.getDirecao() * distance;
            target += wanderTarget;
            return(new BehaviorSeek(target).Calculate(missil, secs));
        }
        public override void poderEspecial()
        {
            // Máximo de Misseis que podem ser lançados 100 (diminui 1 a cada tiro)
            List <Nave> naves = recuperaComponentesNave();
            Colisao     cl    = new Colisao(getGame());
            int         totalMisseisDestaNave = cl.recuperaComponentesMisseisTotal();

            if (totalMisseisDestaNave < 100)
            {
                foreach (Nave nave in naves)
                {
                    if (!(nave is attackshiperShip))
                    {
                        PursuitRocket missil = new PursuitRocket(Game, this, getPosicaoTirosNave(), 0.0f, 5.0f, 300.0f, 350.0f, nave);
                        missil.setBatch(getBatch());
                        getGame().Components.Add(missil);
                    }
                }
            }
        }