public override void fire(Microsoft.Xna.Framework.GameTime gameTime)
 {
     if (((TimeSpan)(gameTime.TotalGameTime - lastShot)).TotalMilliseconds > CadTir)
     {
         if (EnnemyOrMainPlayer)
         {
             shotRestRaf = 3;
             lastShot = gameTime.TotalGameTime;
         }
         else
         {
             SimpleMissile missile = new SimpleMissile(size_window);
             missile.position = position;
             missile.VitMissile = 3;
             missile.LoadContent(rtgame.content);
             missiles.Add(missile);
             lastShot = gameTime.TotalGameTime;
         }
     }
 }
        public override void Update(GameTime gameTime, int displacementX)
        {
            if (EnnemyOrMainPlayer)
            {
                if (shotRestRaf > 0 && ((TimeSpan)(gameTime.TotalGameTime - lastShotRaf)).TotalMilliseconds > 200)
                {
                    SimpleMissile missile = new SimpleMissile(size_window);
                    missile.position = position;
                    missile.VitMissile = 3;
                    missile.LoadContent(rtgame.content);
                    missiles.Add(missile);
                    lastShotRaf = gameTime.TotalGameTime;
                    shotRestRaf--;
                    fireSound.Play();
                }
            }

            List<Missile> destroy_missile = new List<Missile>();
            List<Ennemies> destroy_ennemies = new List<Ennemies>();

            //Pour chaque missile
            Parallel.ForEach(missiles, missile =>
            {
                //On met a jour sa position
                if (EnnemyOrMainPlayer)
                    missile.Update(gameTime, displacementX);
                else
                    missile.Update(gameTime, -displacementX);

                //On vérifie qu'il sort pas de l'écran
                if (missile.position.X >= size_window.X - missile.texture.Width && missile.position.X <= 0 - missile.texture.Width)
                {
                    destroy_missile.Add(missile);
                }

                if (EnnemyOrMainPlayer)
                {
                    //On vérifie si il percute un énnemie
                    Parallel.ForEach(rtgame.ennemies, ennemie =>
                    {
                        if (Collision.CheckCollision(missile.getRectangle(), missile.getColor(), ennemie.getRectangle(), ennemie.getColor()))
                        {
                            destroy_missile.Add(missile);
                            destroy_ennemies.Add(ennemie);
                        }
                    });
                }
                else
                {
                    if (Collision.CheckCollision(missile.getRectangle(), missile.getColor(), rtgame.mp.getRectangle(), rtgame.mp.getColor()))
                    {
                        destroy_missile.Add(missile);
                        rtgame.mp.touched();
                    }
                }
            });
            foreach (Missile m in destroy_missile)
                missiles.Remove(m);
            foreach (Ennemies e in destroy_ennemies)
            {
                rtgame.ennemies.Remove(e);
                if(e.arme != null)
                    rtgame.missileRestant.Add(e.arme);
            }
        }