public void randomizeType()
{
//Randomize the type of the object
Random random = new Random();
//Choose a random spriteID and set the powerUpType based on the spriteID
this.spriteID = random.Next(300, 310);
switch (this.spriteID)
{
case 300:
//Lower reload rate compared to regular bullets
this.powerUpType = "Rapid Fire";
break;
case 301:
//The player's gravity is reversed, preventing them from crashing into planets
this.powerUpType = "Anti-Gravity";
break;
case 302:
//Fires 3 bullets at a time, at -7, 0 and 7 degrees respectively
this.powerUpType = "Spread Shot - 3";
break;
case 303:
//Fires 5 bullets at a time, at -10, -5, 0, 5 and 10 degrees respectively
this.powerUpType = "Spread Shot - 5";
break;
case 304:
//Provides upgraded movement speed and turning rate
this.powerUpType = "Engine Upgrade";
break;
case 305:
//Homing bullets chase nearby players
this.powerUpType = "Homing Bullet";
break;
case 306:
//Big bullets are extra large (Bigger radius) and deal extra damage
this.powerUpType = "Big Bullet";
break;
case 307:
//Gravity bullets are regular bullets, only they have a strong gravitational pull (Like moons)
this.powerUpType = "Gravity Bullet";
break;
case 308:
//Mines can be implemented as non-moving bullets that spawn behind the player's ship. Make them affected by gravity
//so that they are eventually destroyed.
this.powerUpType = "Mine";
break;
case 309:
//Lazers are very fast-moving bullets that are not affected by gravity
//The sprite for lazers will need to be rendered at a specific angle
this.powerUpType = "Lazer";
break;
case 310:
//Ramming plate substantially increases the weight of the player's ship, causing it knock away enemy ships with
//a huge amount of force when it collides with them
this.powerUpType = "Ramming Plate";
break;
}
}