Esempio n. 1
0
        public void Init()
        {
            if (Singleton == null)
            {
                Singleton = this;
            }
            else
            {
                IO.Debug.Log("The EntityManager Singleton was not null");
            }

            enemies           = new List <Enemy>();
            mainBullletObject = new Bullets.BulletObject(1024, false);
        }
Esempio n. 2
0
        ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

        public void DoCollisionsWithBullets(Bullets.BulletObject bullets)
        {
            if (bullets.CollidesWithEnemies)
            {
                for (int i = 0; i < bullets.Count; i++)
                {
                    // TODO: do collision
                }
            }
            else
            {
                for (int i = 0; i < bullets.Count; i++)
                {
                    // TODO: do collision
                }
            }
        }
Esempio n. 3
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        public void RenderBullet(BulletObject bob)
        {
            for (int i = 0; i < bob.Count; i++)
            {
                switch (bob[i].drawType)
                {
                case BulletDraw.Circle:
                    DrawBullet_Circle(ref bob[i]);
                    break;

                case BulletDraw.FireBall:
                    DrawBullet_Fireball(ref bob[i]);
                    break;

                default: break;
                }
            }
        }
Esempio n. 4
0
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Check the BulletType and call the corisponding update/render function

        public void UpdateBullet(BulletObject bob, float delta)
        {
            // Find and call the correct function for this bullet
            for (int i = 0; i < bob.Count; i++)
            {
                if (bob[i].logicType == BulletLogic.None)
                {
                    continue;
                }
                bob[i].TimeSinceAwake += delta;
                switch (bob[i].logicType)
                {
                case BulletLogic.MoveLinear:
                    UpdateBullet_Linear(ref bob[i], delta);
                    break;

                case BulletLogic.MoveRadial:
                    UpdateBullet_Radial(ref bob[i], delta);
                    break;

                default: break;
                }
            }
        }