//Enemy Shoot function public void EnemyShoot() { // shoot only if bulletdelay resets if (bulletDelay >= 0) { bulletDelay--; } if (bulletDelay <= 0) { //new bullet and position it in front of the enemy Bullet newBullet = new Bullet(bulletTexture); newBullet.position = new Vector2(position.X + texture.Width / 2 - newBullet.texture.Width / 2, position.Y + texture.Height); //change 30 to texture.Height? newBullet.isVisible = true; if (bulletList.Count() < 20) { bulletList.Add(newBullet); } } // reset bullet delay if (bulletDelay == 0) { bulletDelay = 150; } }
// Shoot start public void Shoot() { // shoot if bullet delay resets if (bulletDelay >= 0) { bulletDelay--; } // create a new bullet at Basket position, make it visible and add it to the list if (bulletDelay <= 0) { sm.BasketShootSound.Play(); Bullet newBullet = new Bullet(bulletTexture); newBullet.position = new Vector2(position.X + (texture.Width / 2) - newBullet.texture.Width / 2, position.Y + (texture.Height / 2)); newBullet.isVisible = true; // how many bullet are visible on screen at one time if (bulletList.Count() < 20) { bulletList.Add(newBullet); } } // reset bullet delay if (bulletDelay == 0) { bulletDelay = 10; } }