private void DestroyCoin(Coin coinToDestroy) { coins.Remove (coinToDestroy); gameplayLayer.RemoveChild (coinToDestroy); coinToDestroy.Dispose (); }
private bool TryCreateEntity(string entityType, float worldX, float worldY) { CCNode entityAsNode = null; switch (entityType) { case "Player": player = new Player (); entityAsNode = player; break; case "Coin": Coin coin = new Coin (); entityAsNode = coin; coins.Add (coin); break; case "Door": door = new Door (); entityAsNode = door; break; case "Spikes": var spikes = new Spikes (); this.damageDealers.Add (spikes); entityAsNode = spikes; break; case "Enemy": var enemy = new Enemy (); this.damageDealers.Add (enemy); this.enemies.Add (enemy); entityAsNode = enemy; break; } if(entityAsNode != null) { entityAsNode.PositionX = worldX; entityAsNode.PositionY = worldY; gameplayLayer.AddChild (entityAsNode); } return entityAsNode != null; }