public SwitchElectricity(Vector2 p) : base("Backgrounds/Switch/electricity", p) { on = false; timer = 0; endTimer = 5; //Set up beamOn beamOn = new bool[12]; for (int i = 0; i < 12; i++) { beamOn[i] = false; } //Set up startpos startPos = new Vector2[12]; startPos[0] = new Vector2(80, 64); startPos[1] = new Vector2(96, 304); startPos[2] = new Vector2(256, 176); startPos[3] = new Vector2(192, 384); startPos[4] = new Vector2(544, 96); startPos[5] = new Vector2(672, 128); startPos[6] = new Vector2(704, 256); startPos[7] = new Vector2(224, 576); startPos[8] = new Vector2(416, 608); startPos[9] = new Vector2(624, 544); startPos[10] = new Vector2(496, 704); startPos[11] = new Vector2(736, 720); //Set up sprites beams = new Impathable[12]; beams[0] = new Impathable("Backgrounds/Switch/elect1", startPos[0], Vector2.Zero); beams[1] = new Impathable("Backgrounds/Switch/elect2", startPos[1], Vector2.Zero); beams[2] = new Impathable("Backgrounds/Switch/elect3", startPos[2], Vector2.Zero); beams[3] = new Impathable("Backgrounds/Switch/elect4", startPos[3], Vector2.Zero); beams[4] = new Impathable("Backgrounds/Switch/elect5", startPos[4], Vector2.Zero); beams[5] = new Impathable("Backgrounds/Switch/elect6", startPos[5], Vector2.Zero); beams[6] = new Impathable("Backgrounds/Switch/elect7", startPos[6], Vector2.Zero); beams[7] = new Impathable("Backgrounds/Switch/elect8", startPos[7], Vector2.Zero); beams[8] = new Impathable("Backgrounds/Switch/elect9", startPos[8], Vector2.Zero); beams[9] = new Impathable("Backgrounds/Switch/elect10", startPos[9], Vector2.Zero); beams[10] = new Impathable("Backgrounds/Switch/elect11", startPos[10], Vector2.Zero); beams[11] = new Impathable("Backgrounds/Switch/elect12", startPos[11], Vector2.Zero); }
public void Update() { //Goes through all the objects for (int i = 0; i < topObjects.Count; i++) { //Store the item in case it dies Environment e = topObjects[i]; //Lets it update e.Update(managers); //If it no longer exists, re-sync the loop if (!topObjects.Contains(e)) { i--; } } //Goes through all the objects for (int i = 0; i < botObjects.Count; i++) { //Store the item in case it dies Environment e = botObjects[i]; //Lets it update e.Update(managers); //If it no longer exists, re-sync the loop if (!botObjects.Contains(e)) { i--; } } for (int i = 0; i < staticBlockers.Count; i++) { //Store the item in case it dies Environment e = staticBlockers[i]; //Lets it update e.Update(managers); //If it no longer exists, re-sync the loop if (!staticBlockers.Contains(e)) { i--; } } for (int i = 0; i < notPassables.Count; i++) { //Store the item in case it dies Impassable e = notPassables[i]; //Lets it update e.Update(managers); //If it no longer exists, re-sync the loop if (!notPassables.Contains(e)) { i--; } } for (int i = 0; i < notPathables.Count; i++) { //Store the item in case it dies Impathable e = notPathables[i]; //Lets it update e.Update(managers); //If it no longer exists, re-sync the loop if (!notPathables.Contains(e)) { i--; } } }
public void RemoveImpathable(Impathable i) { notPathables.Remove(i); }
public void AddImpathable(Impathable i) { notPathables.Add(i); i.LoadContent(managers.GetTextureManager()); }