/// <summary> /// Berechnet die Fluggeschwindigkeit anhand der Frames, jewinger Frames es gibt, desto mehr Pixel muss die Kugel fliegen /// </summary> private int BulletSpeed() { double moveSpeed; var framesPercent = FrameUtil.CalculateMoveSpeed(); if (framesPercent >= 1) { _calculated = true; } if (_calculated) { if (Math.Abs(framesPercent - 1.0F) < 0) { moveSpeed = 15; } else if (framesPercent >= 100) { moveSpeed = DefaultBulletSpeed; } else if (Math.Abs(framesPercent) < 0) { moveSpeed = DefaultBulletSpeed; } else { moveSpeed = (DefaultBulletSpeed / framesPercent) * 100; } } else { moveSpeed = DefaultBulletSpeed; } return(Convert.ToInt32(moveSpeed)); }