public override void update(GameTime gameTime) { acum++; if(acum > timerCount) { for (int i = 0; i <= quantity; i++) { StaticObject temp = new StaticObject(particlePath); temp.init(content); temp.velocity = new Vector2((float)(rnd.NextDouble() - 0.5d), (float)rnd.NextDouble()); temp.position = position; temp.timeToDestruct = 40; vecParticles.AddLast(temp); } acum = 0; } for (int i = 0; i < vecParticles.Count; i++) { vecParticles.ElementAt(i).update(gameTime); if (vecParticles.ElementAt(i).dead) vecParticles.Remove(vecParticles.ElementAt(i)); } base.update(gameTime); }
/** * Adiciona uma entidade na camada */ public void add(StaticObject entity) { objList.AddLast(entity); }