public void follow(Player p) { float angle = findAngle(p.Position); mRotation = angle; }
public void createPlayer() { player = new Player(); //gameObjectList.Add(player); }
//update method for enemy //--I chose initially to handle everything with a random feel just for simplicity's sake public void Update(GameTime theGameTime, Player p) { Random gen = new Random(); //init random gen, time based seed //UpdateMovement(gen); //run the movement method with the generator UpdateProjectileV2(theGameTime, gen); //same thing, but for the ProjectileV2s follow(p); base.Update(theGameTime, mSpeed, mRotation); }