public override void Update(GameTime gameTime) { this.reflected = false; //Only Reflect the Ball once per update foreach (Block b in Blocks) { if (b.Enabled) //Only chack active blocks { b.Update(gameTime); //Update Block //Ball Collision if (b.Intersects(ball)) //Check for collision with current block { b.HitByBall(ball); blocksToRemove.Add(b); //Can't remove blocks from the current Array as we are interating on that collection //Add the current block to another array to be removed after the look finishes if (!reflected) //Only reflect once but can break multiple blocks { ball.Reflect(b); this.reflected = true; } } } } //remove disabled blocks foreach (var block in blocksToRemove) { Blocks.Remove(block); } blocksToRemove.Clear(); //empty broken blocks array base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (ball.Intersects(testBlock)) { testBlock.HitByBall(ball); ball.Reflect(testBlock); } base.Update(gameTime); }