@Joe_Lann wrote:
Edit: Hello! I just solved my problem, it just happens that I have forgotten to change
isReset bool back to false after reseting it therefore it was constantly reseting on update.Hello, I've recently made a list on an enemies and whenever I reset/delete EnemyA's list it won't update or do movement, the enemies. Help? Thank you in advance to anyone who could help me/
Here's the code:
Code for Reset, Add Enemy and the Update:public void Reset() { playerLife = 1; playerScore = 0; EnemyA.Clear(); AddEnemyA(); } public void AddEnemyA() { EnemyA = new List<Scripts.EnemyA>(); enemyRec = new List<Rectangle>(); int x = 0; int y = 0; enemySpeed = 2; // 8 max speed for (int i = 1; i <= 5; i++) { Rectangle enemyR = new Rectangle(55 * i, 50, enemySize, enemySize); enemyRec.Add(enemyR); EnemyA.Add(new Scripts.EnemyA(enemyATexture, enemyR, enemySize, enemySpeed)); } } public void Update(GameTime gameTime) { //for gameStatus if (playerLife <= 0) { gameOver = true; Reset(); } else { gameOver = false; } if (playerLife!= 0) { Player.Update(gameTime); //for enemy movements foreach (Scripts.EnemyA eA in EnemyA) { eA.EnemyMovement(); } } } public void EnemyMovement() { i++; if (enemyRec.X >= 560) { enemyRec.X = 550; Right = true; addY(); } if (enemyRec.X <= -10) { enemyRec.X = 0; Right = false; addY(); } if (enemyRec.X <= 600 && Right == false) //going to Right { if (i == 2) { enemyRec.X = enemyRec.X + enemySpeed; i = 0; } } if (enemyRec.X > -50 && Right == true) // to Left { if (i == 2) { enemyRec.X = enemyRec.X - enemySpeed; i = 0; } } }
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