private void GérerTir(GameTime gameTime) { if (MissileTimerProj > 0) { MissileTimerProj -= (float)gameTime.ElapsedGameTime.TotalSeconds; } else if (Missiles <= MAX_MISSILES) { if (Input.GetKey(Keys.Up)) { ++Missiles; MissileTimerProj = FIRE_RATE_BASE; Projectile p = new Projectile(Game, 0.8f, Vector3.Zero, Position + Vector3.Forward * 0.05f, this, LaneIndex); SonProjectile.Play(0.3f,0f,0f); Game.Components.Add(p); } } if (Input.GetKeyDown(Keys.Down)) { level_.SuperZapper(); } }
private void Fire() { Projectile p = new Projectile(Game, 0.8f, Vector3.Zero, Position + Vector3.Forward * 0.3f, this, LaneIndex); Game.Components.Add(p); }