//============================================================================== // Walk the list. For each Pellet, call TestOutOfBounds, passing boundsRectangle. // For each node that is out of bounds, set its IsAlive property to false. //============================================================================== public void KillOutOfBounds() { Pellet walker = headPointer; while (walker != null) { walker.IsAlive = walker.TestOutOfBounds(boundsRectangle); bool b = walker.IsAlive; walker = walker.Next; } }
//============================================================================== // Walk the list. For each Pellet, call TestOutOfBounds, passing boundsRectangle. // For each node that is out of bounds, set its IsAlive property to false. //============================================================================== public void KillOutOfBounds() { Pellet nodeWalker = headPointer; while (nodeWalker != null) { if (nodeWalker.TestOutOfBounds(boundsRectangle)) { nodeWalker.IsAlive = false; //Kill out of bounds pellet } nodeWalker = nodeWalker.Next; } }
//============================================================================== // Walk the list. For each Pellet, call TestOutOfBounds, passing boundsRectangle. // For each node that is out of bounds, set its IsAlive property to false. //============================================================================== public void KillOutOfBounds() { Pellet pelletWalker = headPointer; while (pelletWalker != null) { if (pelletWalker.TestOutOfBounds(boundsRectangle)) { pelletWalker.IsAlive = false; } pelletWalker = pelletWalker.Next; } }
//============================================================================== // Walk the list. For each Pellet, call TestOutOfBounds, passing boundsRectangle. // For each node that is out of bounds, set its IsAlive property to false. //============================================================================== public void KillOutOfBounds() { Pellet current = headPointer; while (current != null) { if (current.TestOutOfBounds(boundsRectangle)) { current.IsAlive = false; } current = current.Next; } }
//============================================================================== // Walk the list. For each Pellet, call TestOutOfBounds, passing boundsRectangle. // For each node that is out of bounds, set its IsAlive property to false. //============================================================================== public void KillOutOfBounds() { // Assign the pelletWalker to reference the same pellet as headPointer Pellet pelletWalker = headPointer; while (pelletWalker != null) { // When pelletWalker goes out of bound, the bool alive property is set to false if (pelletWalker.TestOutOfBounds(boundsRectangle) == true) { pelletWalker.IsAlive = false; } // Set next pellet to be the pelletWalker pelletWalker = pelletWalker.Next; } }