add update method to code blocks for clarity
continuous-integration/drone/push Build is passing Details

main
Evan Hemsley 2020-07-27 14:12:47 -07:00
parent f84c7d1627
commit 57fb02daf2
1 changed files with 52 additions and 49 deletions

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@ -81,8 +81,8 @@ Next, in a separate block, let's consolidate our MotionMessages per Entity.
private readonly Dictionary<Entity, Vector2> _moveAmounts = new Dictionary<Entity, Vector2>(); private readonly Dictionary<Entity, Vector2> _moveAmounts = new Dictionary<Entity, Vector2>();
... public override void Update(double dt)
{
_spatialHash.Clear(); _spatialHash.Clear();
_moveAmounts.Clear(); _moveAmounts.Clear();
@ -236,6 +236,8 @@ namespace PongFE.Engines
Now, in the final block of our **MotionEngine**, we can perform our collision tests and send out our messages. Now, in the final block of our **MotionEngine**, we can perform our collision tests and send out our messages.
```cs ```cs
public override void Update(double dt)
{
... ...
foreach (var entity in TrackedEntities) foreach (var entity in TrackedEntities)
@ -276,6 +278,7 @@ Now, in the final block of our **MotionEngine**, we can perform our collision te
SendMessage(new UpdatePositionMessage(entity, projectedPosition)); SendMessage(new UpdatePositionMessage(entity, projectedPosition));
} }
}
``` ```
Here, we go over everything with a Position and Collision component, sweep test for collisions, and send appropriate Collision and UpdatePosition messages accordingly. Here, we go over everything with a Position and Collision component, sweep test for collisions, and send appropriate Collision and UpdatePosition messages accordingly.