public void createPlayerProjectile() { //projectileObjectList.Clear(); Projectile tempProjectile = new Projectile(player.Position, player.Rotation); tempProjectile.LoadContent(contentManager); projectileObjectList.Add(tempProjectile); }
//ProjectileV2 creation method for enemy class private void ShootProjectileV2() { //if the enemy is alive if (alive == true) { //set this create new flag to true bool aCreateNew = true; //and then for each bullet in the bullet list foreach (Projectile aProjectile in mBullets) { //if it's not currently being shot if (aProjectile.Visible == false) { aCreateNew = false; //set the flag back to false to avoid a loop //aProjectile.Fire(Position, // 400, mRotation);// adjusted fire speed break; } } //if you reach the end of the bullet list without changing the create flag if (aCreateNew == true) { //create a new ProjectileV2, init it, add it to the list, and shoot it Projectile aProjectile = new Projectile(); aProjectile.LoadContent(mContentManager); //aProjectile.Fire(Position, // 400, mRotation); mBullets.Add(aProjectile); } } }