public static void FireMissile(Vector2 direction, Vector2 position) { if (direction.Length() > 0 && position.Length() > 0) { Projectile p = new ProjectileMissile(Config.CurrentProjectile); p.Position = position + new Vector2(1, 0); p.Direction = direction; p.Speed = Config.MissileSpeed; p.Damage = Config.MissileDamage; p.Health = Config.MissileDamage; p.CollisionList = Enemy.Enemies; p.CollisionList2 = EnemyPlayerShip.EnemyPlayerShips; p.startPosition = position; //p.ExplosionSpriteSheet = Config.ProjectileExplosion; } }
//TODO: maybe replace with new class of enemy projectile/projectile bullet type void FireBullet(Vector2 direction, Vector2 position) { if (!this.Dead) { Projectile bullet = new ProjectileMissile(Config.EnemyPlayerBulletSheet); bullet.CollisionList = Enemy.Enemies; bullet.Position = position; bullet.Direction = direction; bullet.Speed = Config.EnemyBulletSpeed; bullet.Damage = Config.EnemyBulletDamage; //bullet.ExplosionSpriteSheet = Config.ProjectileExplosion; } }