public void Update(Hero theHero) { mFishFood.Update(theHero, mTheFloorSet, mTheSeaweedTallSet); mEnemies.UpdateSet(theHero); if (Camera.CameraWindowLowerRightPosition.X > mTheFloorSet[mTheFloorSet.Count - 1].Position.X) { for (int i = 0; i < mTheFloorSet.Count; i++) { mTheFloorSet[i].PositionX += kFloorAndRoofSize * 10; } float randNum; for (int i = 0; i < mTheSeaweedTallSet.Count; i++) { if (mTheSeaweedTallSet[i].PositionX < Camera.CameraWindowLowerLeftPosition.X - mTheSeaweedTallSet[i].Width) { randNum = (float)Game1.sRan.NextDouble() * kSectionSize / 2 + Camera.CameraWindowLowerRightPosition.X; mTheSeaweedTallSet[i].PositionX = randNum; } } for (int i = 0; i < mTheSeaweedSmallSet.Count; i++) { if (mTheSeaweedSmallSet[i].PositionX < Camera.CameraWindowLowerLeftPosition.X - mTheSeaweedTallSet[i].Width) { randNum = (float)Game1.sRan.NextDouble() * kSectionSize / 2 + Camera.CameraWindowLowerRightPosition.X; mTheSeaweedSmallSet[i].PositionX = randNum; } } } if ((Camera.CameraWindowLowerLeftPosition.X - mTheSign.Width) > mTheSign.PositionX) { if (mTheSign.PositionX == kInitialSignPosX) { mTheSign.PositionX = 0; } mTheSign.PositionX += 500; } }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> public void UpdateGame() { mHero.UpdateHero(); mNumCaught += mEnemies.UpdateSet(mHero); }