public void UpdateGameLogic() { MoveProjectiles(); CheckProjectileCollision(); for (int i = 0; i < enemeySquadrons.Count; i++) { zigZagDown.MoveEnemies(enemeySquadrons[i].Enemies); } player.Move(); }
private void EnemyMove() { switch (movementSeed) { case 1: ZigZagDown zigZagDown = new ZigZagDown(this, speedMultiplier); zigZagDown.MoveEnemies(enemies); break; case 2: Down down = new Down(this, speedMultiplier); down.MoveEnemies(enemies); break; case 3: break; } }
public void RenderState() { // Render gameplay entities here // Render player object if game is not over if (!isGameOver) { player.Entity.RenderEntity(); } score.RenderScore(); foreach (var shot in playerShots) { shot.Image.Render(shot.Shape); } // Render all enemy objects zigZagDown.MoveEnemies(squiggleSquadron.Enemies); squiggleSquadron.Enemies.RenderEntities(); explosions.RenderAnimations(); }
public void UpdateGameLogic() { player.Move(); movementStrategy.MoveEnemies(row.Enemies); player.IterateShots(); }
public void UpdateGameLogic() { IterateShots(); player.Move(); zigzagdown.MoveEnemies(enemies); }