protected virtual void Attack() { gametimepassed += GameEngine.gameTime.ElapsedGameTime; if (Keyboard.GetState().IsKeyDown(Keys.Z)) { if (gametimepassed > TimeSpan.FromMilliseconds(30)) { gametimepassed = TimeSpan.Zero; //each single bullet is an individual in-game-object. it knows what it should do new Bullet(this, Images.MyBullet, DefaultSizes.DefaultBulletSize, new PlayerBulletBehavior(), new Vector2(0, -20)); } } if (Keyboard.GetState().IsKeyDown(Keys.X)) { if (gametimepassed > TimeSpan.FromSeconds(2)) { gametimepassed = TimeSpan.Zero; while (Arena.Count() > 4) { Arena.RemoveAt(Arena.Count() - 1); } //each single bullet is an individual in-game-object. it knows what it should do new Bullet(this, Images.MyBullet_bomb, DefaultSizes.DefaultBulletSize, new PlayerBulletBehavior(), new Vector2(0, -1)); } } }