// Update public void Update(GameTime gameTime) { // Update PlayerShotManager. PlayerShotManager.Update(gameTime); // Make shotTimer count upwards in milliseconds (allows shooting) if player ins't dead. if (!Destroyed) { shotTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; } // Update arms. Arms(gameTime); }
// Update public void Update(GameTime gameTime) { EnemyShotManager.Update(gameTime); for (int i = Enemies.Count - 1; i >= 0; i--) { Enemies[i].Update(gameTime); if (Enemies[i].IsActive() == false) { Enemies.RemoveAt(i); } else { // Make a random chance that a shot is fired. if ((float)rand.Next(0, 1000) / 10 <= shipShotChance) { // Location from which shot should be fired. Vector2 fireLoc = Enemies[i].EnemySprite.Position; fireLoc += Enemies[i].GunOffset; // Direction in which shot whould be fired. Vector2 shotDirection = playerManager.Center - fireLoc; shotDirection.Normalize(); // Fire shot. EnemyShotManager.FireShot(fireLoc, shotDirection, false); // Play firing sound. firingSound.Play(); } } } if (Active) { updateWaveSpawns(gameTime); } }