private void AddRacket(GameObject obj) { // remove the previous racket from this.allObjects and this.staticObjects RemoveRacket(); this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { //TODO: we should remove the previous racket from this.allObjects //the solution is above, in AddObject() this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
/* Search for a "TODO" in the Engine class, regarding the AddRacket method. Solve the problem mentioned there. * There should always be only one Racket. Note: comment in TODO not completely correct*/ private void AddRacket(GameObject obj) { //TODO: we should remove the previous racket from this.allObjects RemovePreviousRacket(); this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { this.allObjects.RemoveAll(item => item is Racket); // [Task 3] this.staticObjects.RemoveAll(item => item is Racket); // [Task 3] this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { //all previous Rackets removed this.allObjects.RemoveAll(x => x is Racket); this.staticObjects.RemoveAll(x => x is Racket); this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { //TODO: we should remove the previous racket from this.allObjects this.playerRacket = obj as Racket; this.allObjects.RemoveAll(ob => ob is Racket); this.staticObjects.RemoveAll(ob => ob is Racket); this.AddStaticObject(obj); }
public override void AddObject(GameObject obj) { var as_racket = obj as ShootingRacket; if (as_racket != null) { racket = as_racket; } base.AddObject(obj); }
public void AddTrailingObject(GameObject obj) { if (obj is TrailObject) { allObjects.Add(obj as TrailObject); staticObjects.Add(obj as TrailObject); } }
//overriding of this method is important for task 13 in order to get access to the fields of the current racket public override void AddObject(GameObject obj) { if (obj is ShootingRacket) { ShootingRacket newRacket = obj as ShootingRacket; this.playerRacket = newRacket; } base.AddObject(obj); }
private void AddRacket(GameObject obj) { //TODO: we should remove the previous racket from this.allObjects // 3. Removing the rackets from allObjects and staticObjects this.playerRacket = obj as Racket; this.allObjects.RemoveAll(item => item is Racket); // this line should be as comment if we use multiple rackets this.staticObjects.RemoveAll(item => item is Racket); this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { //TODO: we should remove the previous racket from this.allObjects //Task 3: Implementing Removing of all elements of Type Racket from allObjects var toRemove = this.allObjects.OfType<Racket>().ToList(); foreach (var item in toRemove) this.allObjects.Remove(item); this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { //TODO: we should remove the previous racket from this.allObjects // 03. Removing the old Racket using Lambda // We can also search the whole list of objects and remove the object that is Racket this.allObjects.RemoveAll(item => item is Racket); this.staticObjects.RemoveAll(item => item is Racket); this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { for(int i = 0; i < allObjects.Count; i++) { if(allObjects[i] is Racket) { allObjects.RemoveAt(i); break; } } //TODO: we should remove the previous racket from this.allObjects this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
// Add some object in depending his type public virtual void AddObject(GameObject obj) { if (obj is MovingObject) { this.AddMovingObject(obj as MovingObject); } else { if (obj is Racket) AddRacket(obj); else this.AddStaticObject(obj); } }
private void AddRacket(GameObject obj) { //TODO: we should remove the previous racket from this.allObjects /* 03. Search for a "TODO" in the Engine class, regarding the AddRacket method. * Solve the problem mentioned there. There should always be only one Racket. * Note: comment in TODO not completely correct */ this.playerRacket = obj as Racket; this.allObjects.RemoveAll(x => x is Racket); // should be always one racket this.AddStaticObject(obj); }
// Task 3 - I have decided that, since it was mentioned that the comment in the code was not completely correct and // that the only condition is to have one racket, to keep the original racket. The method checks whether we have // a Racket object in the list of all objects and then, if not, to add the racket.5 protected virtual void AddRacket(GameObject obj) { bool check=true; foreach (var c in this.allObjects) { if (c is Racket) check = false; } if (check) { this.playerRacket = obj as Racket; this.AddStaticObject(obj); } }
private void AddRacket(GameObject obj) { //3.Search for TODO and remove racket. There should always be only one racket. //TODO: we should remove the previous racket from this.allObjects this.playerRacket = obj as Racket; for (int i = 0; i < allObjects.Count; i++) { if (allObjects[i] is Racket) { allObjects.RemoveAt(i); break; } } this.AddStaticObject(obj); }
public virtual void AddObject(GameObject obj) { if (obj is MovingObject) { this.AddMovingObject(obj as MovingObject); } else { if (obj is Racket) { // TASK 3 this.allObjects.RemoveAll(gameObject => gameObject is Racket); AddRacket(obj); } else { this.AddStaticObject(obj); } } }
public virtual void AddObject(GameObject obj) { if (obj is MovingObject) { this.AddMovingObject(obj as MovingObject); } else { if (obj is Racket) { //03.Search for a "TODO" in the Engine class, regarding the AddRacket method. Solve the problem mentioned there. //There should always be only one Racket. Note: comment in TODO not completely correct this.allObjects.RemoveAll(allObj => allObj is Racket); //END 03 AddRacket(obj); } else { this.AddStaticObject(obj); } } }
protected override void AddRacket(GameObject obj) { bool check = true, secondCheck=true; ShootingRacket l; foreach (var c in this.allObjects) { if ((c is Racket) && !(c is ShootingRacket)) check = false; else if (c is ShootingRacket) secondCheck = false; } if (check) { this.playerRacket = obj as Racket; this.AddStaticObject(obj); } else if (!secondCheck) { this.playerRacket = obj as ShootingRacket; this.AddStaticObject(obj); } }
public virtual void AddObject(GameObject obj) { if (obj is MovingObject) { this.AddMovingObject(obj as MovingObject); if (obj is Ball) { this.ball = obj as Ball; } } else { if (obj is Racket) { AddRacket(obj); } else { this.AddStaticObject(obj); } } }
private void AddRacket(GameObject obj) { //03. Search for a "TODO" in the Engine class, regarding the AddRacket method. Solve the problem mentioned // there. There should always be only one Racket. Note: comment in TODO not completely correct // TODO: we should remove the previous racket from this.allObjects //================================================================================================== Task 03> // obj is added to staticObjects AND allObjects (AddStaticObject(obj)), which means it should be removed from both this.allObjects.RemoveAll(x => x is Racket); this.staticObjects.RemoveAll(x => x is Racket); //================================================================================================== >Task 03 this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { foreach (var item in allObjects) { if (item is Racket) { allObjects.Remove(item); break; } } foreach (var item in staticObjects) { if (item is Racket) { staticObjects.Remove(item); break; } } this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
private void RemoveRacket(GameObject obj) { this.playerRacket = obj as Racket; this.allObjects.RemoveAll(racketObject => racketObject is Racket); }
private void AddRacket(GameObject obj) { this.RemoveRacket(playerRacket); this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { //TODO: we should remove the previous racket from this.allObjects //Removing previous rackets form staticObjects and allObjects for (int index = 0; index < allObjects.Count; index++) { if (allObjects[index].GetType().Name == typeof(Racket).Name) { this.allObjects.RemoveAt(index); break; } } for (int index = 0; index < staticObjects.Count; index++) { if (staticObjects[index].GetType().Name == typeof(Racket).Name) { this.staticObjects.RemoveAt(index); break; } } this.playerRacket = obj as Racket; this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { this.playerRacket = obj as Racket; //Task 3 //Find and the remove from all the object the previous racket this.allObjects.RemoveAll((pos) => pos is Racket); //End of Task 3 this.AddStaticObject(obj); }
private void AddStaticObject(GameObject obj) { this.staticObjects.Add(obj); this.allObjects.Add(obj); }
private void AddRacket(GameObject obj) { this.playerRacket = obj as Racket; this.allObjects.RemoveAll(x => x is Racket); this.AddStaticObject(obj); }
private void AddRacket(GameObject obj) { //TODO: we should remove the previous racket from this.allObjects this.playerRacket = obj as Racket; staticObjects.Add(playerRacket); }