public void Update(GameTime gameTime) { for (int m = LevelMechanics.GetLowerPosition(); m < LevelMechanics.GetHigherPosition(); m++) { if (m >= timings.GetLength(0)) { break; } timeVector[m].Update(gameTime); timeVector[m].SetOffset(new Vector2(0, LevelMechanics.GetCurrentOffset())); } }
public void Draw(SpriteBatch spriteBatch) { int lowerPos = LevelMechanics.GetLowerPosition(); int higherPos = LevelMechanics.GetHigherPosition(); for (int m = lowerPos; m < higherPos; m++) { //Breaks loop if index going out of bounds. if (m >= timings.GetLength(0)) { break; } timeVector[m].Draw(spriteBatch, font); } }
public void Draw(SpriteBatch spriteBatch) { for (int n = 0; n < GetWidth(); n++) { int lowerPos = LevelMechanics.GetLowerPosition(); int higherPos = LevelMechanics.GetHigherPosition(); for (int m = lowerPos; m < higherPos; m++) { //Breaks loop if going outside bounds. if (m >= GetHeight()) { break; } grid[n, m].Draw(spriteBatch); } } }