public void RemoveFireballs() { foreach (Fireball fireball in RemoveFireballList) { Fireballs.Remove(fireball); } RemoveFireballList.Clear(); }
public void Update(GameTime gametime) { // update scenery with time foreach (IScenery scenery in Sceneries) { scenery.Update(gametime); } // update background blocks for (int i = 0; i < Width; ++i) { for (int j = 0; j < Height; ++j) { IBlock block = Blocks[i].SingleLevel[j]; if (block != null) { block.Update(gametime); } } } foreach (IItem item in Items) { item.Update(gametime); } foreach (IEnemy enemy in Enemies) { enemy.Update(gametime); } foreach (FireHell fireHell in FireHells) { fireHell.Update(gametime); } foreach (IBoss boss in Bosses) { boss.Update(gametime); } foreach (Fireball fireball in Fireballs) { Fireballs.Remove(fireball); fireball.Update(gametime); if (fireball.IsRemove) { RemoveFireballList.Add(fireball); } } foreach (FireShot fireShot in FireShots) { fireShot.Update(gametime); } foreach (ScoreObject score in Scores) { score.Update(gametime); if (score.IsRemoved) { scoresRemoveList.Add(score); } } foreach (FlagStuff flagStuff in FlagStuffs) { flagStuff.Update(gametime); } RemoveFireballs(); RemoveScoreObject(); Mario.Update(gametime); }