public static void RemoveEnemyFromMap(this Enemy enemy) { Enemy something = enemy; bool getOutOfLoop = false; for (int x = 0; x < Constants.World.AMOUNT_OF_ENEMIES_IN_X; x++) { for (int y = 0; y < Constants.World.AMOUNT_OF_ENEMIES_IN_Y; y++) { if (x == (enemy.StartingPosition.X - Constants.World.ENEMY_MAP_OFFSET_IN_X) / Constants.World.ENEMY_OFFSET_IN_X && y == enemy.StartingPosition.Y / Constants.World.ENEMY_OFFSET_IN_Y) { Map[x, y] = new NoEnemy(); getOutOfLoop = true; } if (getOutOfLoop) { break; } } if (getOutOfLoop) { break; } } }
public static void InitializeMap() { for (int x = 0; x < Constants.World.AMOUNT_OF_ENEMIES_IN_X; x++) { for (int y = 0; y < Constants.World.AMOUNT_OF_ENEMIES_IN_Y; y++) { Map[x, y] = new NoEnemy(); } } }