Game Development Reference
In-Depth Information
The Level class now needs to be modified to introduce this new manager and
get rid of the old list.
// List < Enemy > _enemyList ¼ new List < Enemy > (); < - Removed
EnemyManager _enemyManager;
public Level(Input input, TextureManager textureManager, PersistantGa-
meData gameData)
{
_input ¼ input;
_gameData ¼ gameData;
_textureManager ¼ textureManager;
_background ¼ new ScrollingBackground(textureManager.Get
("background"));
_background.SetScale(2, 2);
_background.Speed ¼ 0.15f;
_backgroundLayer ¼ new ScrollingBackground(textureManager.Get
("background_layer_1"));
_backgroundLayer.Speed ¼ 0.1f;
_backgroundLayer.SetScale(2.0, 2.0);
_playerCharacter ¼ new PlayerCharacter(_textureManager,
_bulletManager);
_effectsManager ¼ new EffectsManager(_textureManager);
// _enemyList.Add(new Enemy(_textureManager, _effectsManager));
< - Removed
_enemyManager ¼ new EnemyManager(_textureManager, _effectsMana-
ger, -1300);
}
The collision processing needs to change a little as well; it will now use the list of
enemies in the EnemyManager when checking for enemy collisions.
private void UpdateCollisions()
{
foreach (Enemy enemy in _enemyManager.EnemyList)
To be able to see the enemies, the Update and Render loops need to be
modified.
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