public override void Update(GameTime gameTime) { base.Update(gameTime); if (bulletTimer >= 0.75f && target != null) { Bullet bullet = new Bullet(bulletTexture, Vector2.Subtract(center, new Vector2(bulletTexture.Width / 2)), rotation, 6, damage); bulletList.Add(bullet); bulletTimer = 0; } for (int i = 0; i < bulletList.Count; i++) { Bullet bullet = bulletList[i]; bullet.SetRotation(rotation); bullet.Update(gameTime); if (!IsInRange(bullet.Center)) { bullet.Kill(); } if (target != null && Vector2.Distance(bullet.Center, target.Center) < 12) { target.CurrentHealth -= bullet.Damage; bullet.Kill(); } if (bullet.IsDead()) { bulletList.Remove(bullet); i--; } } }