- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, -projectileSpeed), GridX, GridY));\r
- }\r
- if (state == State.down)\r
- {\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, projectileSpeed), GridX, GridY + 1));\r
- }\r
- if (state == State.right)\r
- {\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(projectileSpeed, 0), GridX +1, GridY));\r
- }\r
- if (state == State.left)\r
- {\r
- theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(-projectileSpeed, 0), GridX, GridY));\r
+ //TODO spawn projectile... needs to be added to display though\r
+ if (state == State.up)\r
+ {\r
+ projectileCoolDown = shootCoolDown;\r
+ theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, -projectileSpeed), GridX, GridY - 1));\r
+ }\r
+ if (state == State.down)\r
+ {\r
+ projectileCoolDown = shootCoolDown;\r
+ theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(0, projectileSpeed), GridX, GridY + 1));\r
+ }\r
+ if (state == State.right)\r
+ {\r
+ projectileCoolDown = shootCoolDown;\r
+ theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(projectileSpeed, 0), GridX + 1, GridY));\r
+ }\r
+ if (state == State.left)\r
+ {\r
+ projectileCoolDown = shootCoolDown;\r
+ theDisplay.AddProjectiles(new Projectile(theMap, projectileModel, new Vector2(-projectileSpeed, 0), GridX - 1, GridY));\r
+ }\r