public override void SpawnBullets()
        {
            //logic for spawning bullets here!
            RNSEB.Audio.PlayEffect("ExplosionMedium");

            //draw explosion
            HenryBullet b = new HenryBullet("EnergyBomb", this, 0, Ship.Position, 0, 0, false);
            b.Loop = false;
            b.HitRadius = 0;
            bullets.Add(b);

            //draw more 'splosions
            for (float theta = 0.0f; theta < 2 * Math.PI - (float)Math.PI / 32.0f; theta += (float)Math.PI /32.0f) {
                b = new HenryBullet("Explosion", this, 0, Ship.Position, Ship.Rotation + theta, 2000, false);
                b.Color = Color.Cyan;
                b.HitRadius = 0;
                bullets.Add(b);
            }

            foreach (HenrySpawner s in RNSEB.TheBattlefield.ships) {
                if (!(s is HenryPlayer)) {
                    s.Damage(9);
                }
            }
        }
 public override void SpawnBullets()
 {
     //logic for spawning bullets here!
     RNSEB.Audio.PlayEffect("QuantumMines");
     HenryBullet b = new HenryBullet("BulletBlueFuzz", this, 1, Ship.Position, Ship.Rotation, 0, true);
     b.Lifetime = 10.0f;
     bullets.Add(b);
 }
        public override void SpawnBullets()
        {
            //logic for spawning bullets here!
            RNSEB.Audio.PlayEffect("Shockwave");

            //damage everything in a line in front of ship
            //get direction vector
            Vector2 direction = Vector2.Normalize(RNSEB.Input.GetCursor() - Ship.Position);
            //set bullet
            HenryBullet b = new HenryBullet("BulletShockwave", this, 0, Ship.Position, Ship.Rotation, 500, true);
            b.Immortal = true;
            b.Dps = 50;
            b.Knockback = 0.5f;
            bullets.Add(b);
        }
        public override void SpawnBullets()
        {
            //logic for spawning bullets here!
            RNSEB.Audio.PlayEffect("IonBeam");

            //damage everything in a line in front of ship
            //get direction vector
            Vector2 direction = Vector2.Normalize(RNSEB.Input.GetCursor() - Ship.Position);
            //find all ships to be damaged
            HenryBullet b = new HenryBullet("BulletIonBeam", this, 0, Ship.Position, Ship.Rotation, 1000, true);
            b.Rotation = Ship.Rotation + (float)Math.PI / 2.0f;
            b.Dps = 250;
            b.Immortal = true;
            bullets.Add(b);
        }