//enemy shoot function public void EnemyShoot() { //shoot only if the bulletdelay resets if (bulletDelay >= 0) bulletDelay--; if (bulletDelay <= 0) { //create new bullet and position it front and center of enemy shop Bullet newBullet = new Bullet(bulletTexture); newBullet.position = new Vector2(position.X + texture.Width / 2 - newBullet.texture.Width / 2, position.Y + 30); newBullet.isVisible = true; if (bulletList.Count() < 20) bulletList.Add(newBullet); } if (bulletDelay == 0) bulletDelay = 80; }
//function used to set the position of the bullets public void Shoot() { //shoot only if bulletDelay resets if (bulletDelay >= 0) bulletDelay--; //if the bulletDelay is at 0, create a new bullet at the player position and show it, then add the bullet to the list if (bulletDelay <= 0) { Bullet newBullet; //the switch for wich power up has what switch (power) { case powerUP.one: newBullet = new Bullet(bulletTexture); newBullet.position = new Vector2(position.X + 32 - newBullet.texture.Width / 2, position.Y + 30); //making the bullet visible newBullet.isVisible = true; if (bulletLists.Count() < 20) bulletLists.Add(newBullet); break; case powerUP.two: for (int i = 1; i <= 2; i++) { newBullet = new Bullet(bulletTexture); newBullet.position = new Vector2(position.X + (25 * i) - newBullet.texture.Width / 2, position.Y + 30); //making the bullet visible newBullet.isVisible = true; if (bulletLists.Count() < 20) bulletLists.Add(newBullet); } break; case powerUP.three: for (int i = 1; i <= 3; i++) { newBullet = new Bullet(bulletTexture); newBullet.position = new Vector2(position.X + 32 - newBullet.texture.Width / 2, position.Y + 30); if (i == 1) newBullet.direction = 245; if (i == 2) newBullet.direction = 270; if (i == 3) newBullet.direction = 295; //making the bullet visible newBullet.isVisible = true; if (bulletLists.Count() < 20) bulletLists.Add(newBullet); } break; } } //reset bulletDelay if (bulletDelay == 0) bulletDelay = 10; }