public void EnemyShoot()
        {
            //shoot only if bull delay resets
            if (bossBullDelay >= 0)
                bossBullDelay--;

            if (bossBullDelay <= 0)
            {
                //create bullet for enemy, at center of texture
                Projectile newBullet = new Projectile(bossBullTexture);
                newBullet.projectilePosition = new Vector2(bossPosition.X + bossTexture.Width / 2 - newBullet.projectileTexture.Width / 2, bossPosition.Y + bossTexture.Height);

                newBullet.onScreen = true;

                if (bossBullList.Count() < 20)
                    bossBullList.Add(newBullet);
            }
            if (bossBullDelay == 100)
                bossBullDelay = 100;
        }
Exemple #2
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        public void ShootProjectiles()
        {
            //shoot if delay resets
            if (playerBullDelay >= 0)
                playerBullDelay--;

            //if bulletdelay at 0; create new bullet at player position, show on screen and add it to the bullet list
            if (playerBullDelay <= 0)
            {
                sm.playerShootSound.Play();
                Projectile newBullet = new Projectile(playerBullTexture);
                Projectile newBullet1 = new Projectile(playerBullTexture);
                newBullet.projectilePosition = new Vector2(position.X + 45 - newBullet.projectileTexture.Width / 2, position.Y -45);
                newBullet1.projectilePosition = new Vector2(position.X - 45 - newBullet.projectileTexture.Width / 2, position.Y -45);
                newBullet.onScreen = true;
                newBullet1.onScreen = true;

                if (playerBullList.Count() < 40)
                    playerBullList.Add(newBullet);
                    playerBullList.Add(newBullet1);

            }
            //reset bullet delay
            if (playerBullDelay == 0)
                playerBullDelay = 5;
        }