public void VijandShot() { //shoot only bulletdelay resets if (bulletDelay >= 0) { bulletDelay--; } if (bulletDelay <= 0) { //create new bullet and position it front center of enemy ship. Kogel newKogel = new Kogel(kogel_texture); newKogel.Positie = new Vector2(Positie.X + (texture.Width / 2 - 120) - (kogel_texture.Width / 2), Positie.Y + (texture.Height / 2) - (kogel_texture.Height / 2)); newKogel.isVisible = true; if (bulletList.Count < 20) { bulletList.Add(newKogel); } } if (bulletDelay == 0) { bulletDelay = 300; } }
public void ShootUp() { if (bulletDelay >= 0) { bulletDelay--; } if (bulletDelay <= 0) { sound.raketSound.Play(); Kogel newKogel = new Kogel(_textureKogelUp); newKogel.Positie = new Vector2(positie.X, positie.Y - 70); newKogel.isVisible = true; if (bulletUpList.Count < 1000) { bulletUpList.Add(newKogel); } } if (bulletDelay == 0) { bulletDelay = 10; } }
public void Shoot() { if (bulletDelay >= 0) { bulletDelay--; } if (bulletDelay <= 0) { sound.shotingSound.Play(); Kogel newKogel = new Kogel(_textureKogel); newKogel.Positie = new Vector2(Positie.X + (_texture.Width / 2 + 120) - (_textureKogel.Width / 2), Positie.Y + (_texture.Height / 2) - (_textureKogel.Height / 2)); newKogel.isVisible = true; if (bulletList.Count < 1000) { bulletList.Add(newKogel); } } if (bulletDelay == 0) { bulletDelay = 10; } }