public void RegisterDifficultyNotch(CycGame dst, int difficulty) { float triggerTime = ((((int)Game.CurrentMeasure) / 4) + 1) * 4 - 1; if (dst == TopGame) { //send a notch to the upper edge of the pipe //warning magic number EnemyNotch n = new EnemyNotch(this, UpPipeX, UpPipeStartY, 20); //assumption: notches have uniform height n.TargetY = topNotches.Count() * n.Height; if (topNotches.Count() == 0) { n.TargetX = DownPipeX; } n.Duration = (float)((triggerTime - Game.CurrentMeasure)*(4.0/3.0)); topNotches.Add(n); n.Initialize(); n.LoadContent(); } else { //send a notch to the bottom edge of the pipe EnemyNotch n = new EnemyNotch(this, DownPipeX, DownPipeStartY, 20); n.TargetY = Height - bottomNotches.Count() * n.Height - 20 - PipeMargin; n.TargetX = DownPipeX; n.Duration = (float)((triggerTime - Game.CurrentMeasure) * (4.0 / 3.0)); bottomNotches.Add(n); n.Initialize(); n.LoadContent(); } }
public void ClearNotch(EnemyNotch n) { if (topNotches.Contains(n)) { topNotches.Remove(n); } if (bottomNotches.Contains(n)) { bottomNotches.Remove(n); } }