public void Update() { if (!myClue && Mygame.World.clue1Note) { ItemList.Add(new FlowerClueClass(Mygame, new Vector2(4446, 364))); myClue = true; } foreach (IEnemy enemy in EnemyList) { enemy.Update(); } foreach (IItem item in ItemList) { item.Update(); } foreach (IBlock block in BlockList) { block.Update(); } foreach (IFire fire in FireList) { fire.Update(); } count++; Queue <IProjectile> tempQueue = new Queue <IProjectile>(); while (ProjectileQueue.Count > 0) { IProjectile temp = ProjectileQueue.Dequeue(); bool checkIfOut = temp.position.X <Mygame.camera.cameraPositionX || temp.position.X> Mygame.camera.cameraPositionX + 800 || temp.position.Y < 0 || temp.position.Y > 480; if ((temp.rectangle.Height == 0 && count == 10) || checkIfOut) { } else { temp.Update(); tempQueue.Enqueue(temp); } } if (count == 10) { count = 0; } ProjectileQueue = tempQueue; foreach (IBackground background in BackgroundList) { background.Update(); } CollisionDetector.Update(this); ECollisionDetector.Update(this); FBCollisionDetector.Update(this); ICollisionDetector.Update(this); }
public void Update() { foreach (IEnemy enemy in EnemyList) { enemy.Update(); } foreach (IBlock block in BlockList) { block.Update(); } foreach (IItem item in ItemList) { item.Update(); } foreach (IFire item in FireList) { item.Update(); } count++; Queue <IProjectile> tempQueue = new Queue <IProjectile>(); while (ProjectileQueue.Count > 0) { IProjectile temp = ProjectileQueue.Dequeue(); bool checkIfOut = (temp.position.X <Mygame.camera.cameraPositionX || temp.position.X> Mygame.camera.cameraPositionX + 800 || temp.position.Y < 0 || temp.position.Y > 480); if ((temp.rectangle.Height == 0 && count == 10) || checkIfOut) { } else { temp.Update(); tempQueue.Enqueue(temp); } } if (count == 10) { count = 0; } ProjectileQueue = tempQueue; foreach (IBackground background in BackgroundList) { background.Update(); } BossPr.Update(); CollisionDetector.Update(this); ECollisionDetector.Update(this); FBCollisionDetector.Update(this); ICollisionDetector.Update(this); BossPrincessCollisionDetector.Update(this); }
public void Update() { foreach (IEnemy enemy in EnemyList) { enemy.Update(); } foreach (IBlock block in BlockList) { block.Update(); } foreach (IItem item in ItemList) { item.Update(); } foreach (IFire fire in FireList) { fire.Update(); } count++; Queue <IProjectile> tempQueue = new Queue <IProjectile>(); while (ProjectileQueue.Count > 0) { IProjectile temp = ProjectileQueue.Dequeue(); if (temp.mySprite is MarioFireBallBoomSprite && count == 50) { } else { temp.Update(); tempQueue.Enqueue(temp); } } if (count == 50) { count = 0; } ProjectileQueue = tempQueue; foreach (IBackground background in BackgroundList) { background.Update(); } CollisionDetector.Update(this); ECollisionDetector.Update(this); FBCollisionDetector.Update(this); ICollisionDetector.Update(this); }