public override void update( GameWorld world, float time_step ) { if ( m_deactivated && m_cooldown_timer == 0 && m_cooldown > 0 ) { Ball ball = new Ball( world, TestWorld.ball_texture, m_body.Position, 2 ); m_world.add_queued_object( ball ); ball_list.AddLast( ball ); } base.update( world, time_step ); }
public void addBall() { Ball adding = new Ball( screen.m_current_world, TestWorld.ball_texture, getMouse(), 2.0f ); screen.m_current_world.add_queued_object( adding ); gameObjectBindingSource.DataSource = adding; }