public void tick(float t, float dt) { playerScore = (float)Math.Pow(t, 2); // check for collisions between all our objects and the player collide(); if (this.currentlevel.isLevelDone(t, 0)) { all = new List <GameObject>(); currentlevel = new Level2(t); player = currentlevel.setupLevel(this.AddNewObject); all.Remove(player); all.Add(player); return; } // go through every single game object and get them to update their position/logic/etc for (int x = 0; x < all.Count; x++) { all[x].Tick(t, dt, AddNewObject); } }
// constructor public GameLogic() { // score starts at zero playerScore = 0; // initilizing isDead to false at the start of the Game isDead = false; // creating all to a list for the enemy // intilizied to empty list and not null object all = new List <GameObject>(); currentlevel = new Level1(0); player = currentlevel.setupLevel(this.AddNewObject); all.Remove(player); all.Add(player); }