public override void Update(GameTime gameTime) { foreach (IEntity entity in _entities) { entity.Update(gameTime); } // Perform collisions detection and delegate it // entities collision detection //for (int i = 0; i < _entities.Count-1; i++) //{ // _collisionManager.PerformCollisionCheck(_entities[i], _entities[i + 1]); //} _collisionManager.PerformCollisionCheck(player1, ball); _collisionManager.PerformCollisionCheck(player2, ball); }
public override void Update(GameTime gameTime) { //camera.Focus = ball as IFocusable; foreach (IEntity entity in _entities) { entity.Update(gameTime); } // Perform collisions detection and delegate it // entities collision detection //for (int i = 0; i < _entities.Count-1; i++) //{ // _collisionManager.PerformCollisionCheck(_entities[i], _entities[i + 1]); //} CollisionManager.PerformCollisionCheck(ball, player1); CollisionManager.PerformCollisionCheck(ball, player2); }