public override void Update(GameTime gameTime) { timer += gameTime.ElapsedGameTime.TotalSeconds; if (timer >= CREATION_INTERVAL) { timer = 0; parent.AddComponent(new Coin(Game)); } base.Update(gameTime); }
public override void Update(GameTime gameTime) { // Count up until it's time to create a new // coin timer += gameTime.ElapsedGameTime.TotalSeconds; if (timer >= CREATION_INTERVAL) { timer = 0; // Create a new coin at some random location parent.AddComponent(new Enemies(Game, GetRandomEnemyType(), GetRandomLocation())); } base.Update(gameTime); }