public override void Fire(float fireAngle, GameTime gameTime)
        {
            if (gameTime.TotalRealTime.TotalSeconds < _previousShot + _fireRate)
                    return;

                _previousShot = gameTime.TotalRealTime.TotalSeconds;

                Vector2 fireVector = Vector2Helper.FindVectorToAngle(fireAngle);

                Vector2 bulletPosition = new Vector2(Owner.Position.X + (fireVector.X * 6f),
                                                     Owner.Position.Y + (fireVector.Y * 6f));

                Bullet newBullet = new Bullet(GameScreen, this, gameTime.TotalRealTime.TotalSeconds, 1d)
                {
                    Position2D = bulletPosition,
                    Velocity = fireVector * 1.1f,
                    ReferenceCamera = GameScreen.Camera1,
                    ObjectModel = GameScreen.BulletModel
                };
                this.FiredAmmo.Add(newBullet);
                GameScreen.Collisions.Collidables.Add(newBullet);
                GameScreen.ObjectsToBeWrapped.Add(newBullet);
                GameScreen.Level.Pieces.Add(newBullet);
        }
        public void Update(GameTime gameTime)
        {
            if (_keyboard.IsKeyDown(Keys.Left))
                _v2dPosition.X -= 5;

            if (_keyboard.IsKeyDown(Keys.Right))
                _v2dPosition.X += 5;

            if (_keyboard.IsKeyDown(Keys.Up))
                _v2dPosition.Y -= 5;

            if (_keyboard.IsKeyDown(Keys.Down))
                _v2dPosition.Y += 5;

            #region Bullet Update
            if (_keyboard.IsKeyDown(Keys.Space))
            {
                _bullet = new Bullet(_txBulletTexture);

                _bullet.Position = new Vector2(
                    _v2dPosition.X + _txShipTexture.Width / 2 - _txBulletTexture.Width / 2,
                    _v2dPosition.Y - _txShipTexture.Height / 2);

                _bulletList.Add(_bullet);
            }

            foreach (Bullet ShipBullet in _bulletList)
            {
                ShipBullet.Update(gameTime);
            }
            #endregion Bullet Update
        }
        public void ShootBullet()
        {
            Vector2 bulletPosition = new Vector2(this.Position.X, this.Position.Y);

            Bullet newBullet = new Bullet(GameScreen)
                    {
                        Position2D = bulletPosition,
                        ObjectModel = MoritoFighterGame.MoritoFighterGameInstance.BulletModel
                    };
            this.BulletList.Add(newBullet);
        }