private void generateBarriers() { for (int i = 0; i < k_NumberOfBarriers; i++) { var barrier = new Barrier(Screen); r_Barriers.Add(barrier); } }
private void setBarrierInitialPosition(Barrier i_Barrier, int i_BarrierIndex) { int y = Game.GraphicsDevice.Viewport.Height - k_BottomOffset - (i_Barrier.Bounds.Height); int x = (Game.GraphicsDevice.Viewport.Width / 2 - getAllBarriersWidth() / 2 + (i_BarrierIndex * (k_GapBetweenBarriers + 1)) * i_Barrier.Bounds.Width) - i_Barrier.Bounds.Width / 4; i_Barrier.Position = new Vector2(x,y); }