private void addPellet() { if (Pellets.Count <= MaxPellets) { EnergyPellet newPellet = new EnergyPellet(); newPellet.Position = new Vector2(rand.Next(0, game.Width - PelletSize), -PelletSize); newPellet.YVelocity = MinVelocity + ((MaxVelocity - MinVelocity) * (float)rand.NextDouble()); Pellets.Add(newPellet); } }
private void addPellet() { if (Pellets.Count <= MaxPellets) { EnergyPellet newPellet = new EnergyPellet(); newPellet.Position = new Vector2(rand.Next(0, game.Width - PelletSize), -PelletSize); newPellet.YVelocity = MinVelocity + ((MaxVelocity - MinVelocity) * (float)rand.NextDouble()); Pellets.Add(newPellet); } }