/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { playerBall.UpdateCore(gameTime); collisionManager.Update(gameTime); bubbleManager.Update(gameTime); // var bubbles = bubbleManager.Bubbles; // check if the player has touched any enemies, if hit the enemies disappear for (int i = 0; i < bubbleManager.Bubbles.Count; i++) { var bubble = bubbleManager.Bubbles[i]; if (bubble.IsHit) { bubbleManager.Pop(bubble); collisionManager.RemoveCollidable(bubble); } //if (bubble.HasHitWall) //{ // var newBubble = bubbleManager.MakeBubble(bubble.Color); // collisionManager.AddCollidable(newBubble); // bubble.HasHitWall = false; // newBubble.HasHitWall = false; //} } }