public override void Notify() { GameObject pObject = this.pSubject.pObjB; Debug.Assert(pObject != null); GameSprite pUFOSplat = GameSpriteMan.Find(GameSprite.Name.UFOsplat); //future concept //pObject.GetProxy().SetRealSprite(this.pSprite); //get the locations and render the image pUFOSplat.PosX(pObject.x); pUFOSplat.PosY(pObject.y); pUFOSplat.Update(); SpriteBatch pSB_Aliens = SpriteBatchMan.Find(SpriteBatch.Name.Aliens); pSB_Aliens.Attach(pUFOSplat); TimerMan.Add(TimeEvent.Name.SplatAnim, new SplatAnim(pUFOSplat, pSB_Aliens), 0.5f); }
public override void Notify() { //when this notify is called we swap the images and draw it to the alien spritebatch //then maybe add a time event that..... removes it somehow... remove from spritebatch after a half second GameObject pObject = this.pSubject.pObjB; Debug.Assert(pObject != null); GameSprite pShipSplat = GameSpriteMan.Find(GameSprite.Name.ShipSplat); //future concept //pObject.GetProxy().SetRealSprite(this.pSprite); //get the locations and render the image //I'm really upset about this........ but here we are creating a new pShipSplat.PosX(pObject.x); pShipSplat.PosY(pObject.y); pShipSplat.Update(); SpriteBatch pSB_Aliens = SpriteBatchMan.Find(SpriteBatch.Name.Aliens); pSB_Aliens.Attach(pShipSplat); TimerMan.Add(TimeEvent.Name.SplatAnim, new SplatAnim(pShipSplat, pSB_Aliens), 0.5f); }