public void addPhysicsObj(GameObject _gameObj,Body _body) { PhysicsObj obj = new PhysicsObj(_gameObj, _body); _gameObj.physicsObj = obj; this.privActiveAddToFront((ManLink)obj, ref this.active); }
public void Set(GameObject _obj) { base.Initialize(); this.gameObj = _obj; this.type = _obj.type; }
public GameObjNode() { this.Initialize(); this.gameObj = null; }
private GameObjNode findGameObj(GameObject _obj) { ManLink ptr = this.active; ManLink outNode = null; while (ptr != null) { if ((ptr as GameObjNode).gameObj.Equals(_obj)) { outNode = ptr; break; } ptr = ptr.next; } return (outNode as GameObjNode); }
public void remove(batchEnum _enum, GameObject _obj) { GameObjNode node = findGameObj(_obj); if (node != null) { if (node.prev != null) { // middle or last node node.prev.next = node.next; } else { // first this.active = node.next; } if (node.next != null) { // middle node node.next.prev = node.prev; } addBodyToDestroy(_obj.physicsObj.body); if (_obj.spriteRef != null) { SBNode SBNode = SpriteBatchManager.Instance().getBatch(_enum); SBNode.removeDisplayObject(_obj.spriteRef); } if (_obj.physicsObj != null) { PhysicsMan.Instance().removePhysicsObj(_obj.physicsObj); } } }
// For Linked List public void addGameObj(GameObject _obj) { GameObjNode node = new GameObjNode(); _obj.setIndexNum(objNumberCounter++); node.Set(_obj); this.privActiveAddToFront((ManLink)node, ref this.active); }
public PhysicsObj(GameObject _obj, Body _body) { gameObj = _obj; body = _body; }
public override void Accept(GameObject other, Vector2 _point) { other.VisitBomb(this, _point); }
public virtual void Accept(GameObject _obj, Vector2 _point) { }