private void FireWeapon(Rectangle target) { Random rand = new Random(); var x = rand.Next(target.X, target.X + target.Width); var y = rand.Next(target.Y, target.Y + target.Height); _combatState.AddProjectile(new Projectile(new Point(x, y), new Vector2(1000, 1000), weaponDamage, Projectile.Attack_Against.Player, _combatState)); }
private void FireWeapons(GameTime gameTime) { foreach (Tuple <Room, Projectile.Attack_Against> attack in Attacks) { Room room = attack.Item1; Projectile.Attack_Against against = attack.Item2; if (room.CanShoot && Power >= room.PowerPerShot()) { room.Shoot(); Power -= (int)room.PowerPerShot(); _combatState.AddProjectile(new Projectile(new Point(1000, 1000), room.GetCenter(), (int)room.DamagePerShot(), against, _combatState)); } } }