public override void Update(GameTime gameTime)
{
base.Update(gameTime);
if (bulletTimer >= 0.75f && target != null)
{
Bullet bullet = new Bullet(bulletTexture, Vector2.Subtract(center,
new Vector2(ammoTexture.Width / 2)), rotation, 6, damage);
bulletList.Add(bullet);
bulletTimer = 0;
}
for (int i = 0; i < bulletList.Count; i++)
{
bullet bullet = bulletList[i];
bullet.SetRotation(rotation);
bullet.Update(gameTime);
if (!IsInRange(bullet.Center))
{
bullet.Kill();
}
if (target != null && Vector2.Distance(bullet.Center, target.Center) < 15)
{
target.CurrentHealth -= bullet.Damage;
bullet.Kill();
}
if (bullet.IsDead())
{
bulletList.Remove(bullet);
i--;
}
}
}