private void shootLaser() { float barrelTip = this.GetPosition().Y + (texture.Height / 2); Vector2 muzzle = new Vector2(this.GetPosition().X, barrelTip); Laser shotLaser = new Laser(muzzle, CollisionManager.Side.Enemy); shotLaser.Load(Shmup.contentManager); Shmup.GameObjects.Add(shotLaser); }
private void fireLaser() { int fireRate = (int)MathHelper.Clamp(250 / (kills + 1), 20, 300); // shots per second increase with kills if (Environment.TickCount - timeLastFiredLaser > fireRate) { float barrelTip = this.GetPosition().Y - (texture.Height / 2) - 10; Vector2 muzzle = new Vector2(this.GetPosition().X, barrelTip); Laser shotLaser = new Laser(muzzle, CollisionManager.Side.Player); shotLaser.Load(Shmup.contentManager); Shmup.GameObjects.Add(shotLaser); timeLastFiredLaser = Environment.TickCount; } }