protected void updateBullets(GameTime gameTime, Vector2 bulletDirection) { if (ShootingBullets || BulletMade) { bulletTimer += gameTime.ElapsedGameTime.Milliseconds; if (bulletTimer > timeBetweenBullets) { // Reset bulletTimer bulletMade = true; bulletTimer = 0; Projectile tempBullet = new Projectile( texture_bullet, this.position.X, this.position.Y, bulletDirection, 2000, // ActiveTime in miliseconds (2 secs) 40, // Damage amount Inge pulled out of his ass bulletSpeed); tempBullet.Identifier = bulletCounter++; bullets.Add(tempBullet); } else { if (bulletMade) bulletMade = false; } } // Updates the bullets and removes them if they go over their activeTime for (int i = 0; i < bullets.Count(); i++) { bullets[i].update(gameTime); if (bullets[i].TotalActiveTime > bullets[i].ActiveTime) bullets.RemoveAt(i); } }
public void updateRockets(GameTime gameTime) { if (ShootingRockets || RocketMade) { rocketTimer += gameTime.ElapsedGameTime.Milliseconds; Console.Out.WriteLine(rocketTimer); if ((rocketTimer > timeBetweenRockets) && RocketAmmo > 0) { // reset RocketTimer rocketTimer = 0; RocketMade = true; Projectile tempRocket = new Projectile( texture_rocket, this.Position.X, this.Position.Y, this.Velocity, 1500, 60, rocketSpeed); tempRocket.Identifier = bulletCounter++; bullets.Add(tempRocket); RocketAmmo--; } else { if (RocketMade) RocketMade = false; } } }