public override void Update(float deltaTime) { base.Update(deltaTime); parallax.Update(deltaTime); deltaTimes = deltaTime; time += deltaTime; // Make it shoot the bullets from the ai at the player if (time >= 1.5) { if (tank2.tankObject != null && tank2.ammo > 0) { Bullet bullet = new Bullet(); bullet.SetUpAI(tank2, tank); bullets2.AddObject(bullet); tank2.ammo -= 1; } time = 0; } // End Of Test if (tank2.tankObject != null) { bullets2.Update(deltaTime); tank2.MoveAI(deltaTime, tank, ammoBox); bullets2.Update(deltaTime); bullets2.Des(ref tank); if (ammoBox.IsOnAmmo(tank2.collider)) { tank2.ammo += ammoBox.ammo; ammoBox = new AmmoBox(1, 30); ammoBox.Inits(); } } else { if (!explodedTank2 && !tankAni.isActive) { // Loads win level if (aniTime >= 1) { ChangeLevel("02"); } else { aniTime += deltaTime; } } if (tankAni.isActive) { explodedTank2 = true; } } if (tank.tankObject != null) { tank.Move(deltaTime); bullets.Des(ref tank2); bullets.Update(deltaTime); if (ammoBox.IsOnAmmo(tank.collider)) { tank.ammo += ammoBox.ammo; ammoBox = new AmmoBox(1, 30); ammoBox.Inits(); } } else { if (!explodedTank && !tankAni.isActive) { // Loads win level if (aniTime >= 1) { ChangeLevel("lose"); } else { aniTime += deltaTime; } } if (tankAni.isActive) { explodedTank = true; } } if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON) && !tank.stopTank) { if (tank.tankObject != null && tank.ammo > 0) { Bullet bullet = new Bullet(); bullet.SetUp(tank); bullets.AddObject(bullet); tank.ammo -= 1; } } }