private void FireShot() { if (shotTimer >= minShotTimer) { PlayerShotManager.FireShot( playerSprite.Location + gunOffset, new Vector2(0, -2), true); shotTimer = 0.0f; } }
public void Update(GameTime gameTime) { EnemyShotManager.Update(gameTime); for (int x = Enemies.Count - 1; x >= 0; x--) { Enemies[x].Update(gameTime); if (Enemies[x].IsActive() == false) { Enemies.RemoveAt(x); } else { if ((float)rand.Next(0, 1000) / 10 <= shipShotChance) { Vector2 fireLoc = Enemies[x].EnemySprite.Location; fireLoc += Enemies[x].gunOffset; Vector2 shotDirection = playerManager.playerSprite.Center - fireLoc; shotDirection.Normalize(); EnemyShotManager.FireShot( fireLoc, shotDirection, false); } } } if (Active) { updateWaveSpawns(gameTime); } }