I'm trying to create something like particle system on XNA 4, C#.
I've created a function that makes particles move from each other if they get close enough. It contains cycle in cycle and therefore it is laggy. Without this function, program starts to lag with 400-500 of particles, and with function - nearly 180.
Question 1. Can I improve perfomance by creating background thread to process these particle collisions?
So, created thread with timer working inside. When I launch my game, it starts fine but when number of particles gets more than nearly 130-150, there appears a runtime error Collection has changed. Unable to perform enumeration." (it is a translation from another language, not the exact message).
Collection "neighbours" - local variable in a function Particle.RunAwayFromNeighbours - is being changed during the enumeration process, then, i think, one thread is somehow calling function while previous call is not completely performed. A strange thing.
I tried to use Threading.Monitor class to synchronize calls, but I have very few experience of multi-thread programming so I think i made something wrong. It didn't solve the problem, it's still the same error with the same count of particles.
I also tried to use lock operator but it's still the same situation.
Question 2. How do I synchronize threads, finally?
There is class Player, he "owns" some particles. Other thread works in this class. Code below is written using Monitor class.
Code ( ... is not necessary part):
class Player
{
...
Thread CollisionThread;
static double check_period=100;
System.Timers.Timer checktimer = new System.Timers.Timer(check_period);
public void StartCollisionChecking()
{
checktimer.AutoReset = true;
checktimer.Elapsed += (o, e) => { CheckCollisions(); };
CollisionThread = new Thread(this.CheckCollisionCycle);
CollisionThread.Start();
} //call in LoadContent
void CheckCollisionCycle()
{
checktimer.Start();
} //call 1 time in new thread
void CheckCollisions()
{
for (int i = 0; i < Army.Count - 1; i+=2 )
{
var p = Army[i];
p.RunAwayFromNeighbours();
}
} //called in CheckCollisionCycle
}
class Particle : VO
{
static float neighbour_search_radius = 2;
static float run_speed_q = 0.1f;
IEnumerable<Particle> CheckForNeighbours()
{
return owner.GetArmy().Where(a => Vector2.Distance(a.location.GetXY(), location.GetXY()) < neighbour_search_radius);
}
public void RunAwayFromNeighbours()
{
object x = new object() ;
Monitor.Enter(x);
try
{
var neighbours = CheckForNeighbours();
foreach (Particle p in neighbours)
{
Vector2 where_to_run = location.GetXY() - p.location.GetXY();
speed += where_to_run * run_speed_q;
}
}
finally
{
Monitor.Exit(x);
}
}
Chances are that neighbours is being modified during your foreach, try doing:
foreach (Particle p in neighbours.toList())
And see if that sorts it.
This will have you iterate over a copy of neighbours. It's not the best solution (you should avoid this collision in the first place) but it's a quick workaround to see if that's actually where the fault lies.
I solved the problem by making 2 things:
1. I added bool variable, that shows whether thread has finished its work or not, into class Particle. It looks like this:
public bool thread_completed = true;
public void RunAwayFromNeighbours()
{
thread_completed = false;
object x = new object() ;
Monitor.Enter(x);
try
{
var neighbours = CheckForNeighbours().ToList();
foreach (Particle p in neighbours)
{
Vector2 where_to_run = location.GetXY() - p.location.GetXY();
speed += where_to_run * run_speed_q;
}
}
finally
{
Monitor.Exit(x);
thread_completed = true;
}
2. I changed line
return owner.GetArmy().Where(a => Vector2.Distance(a.location.GetXY(), location.GetXY()) < neighbour_search_radius).ToList();
to line
return owner.GetArmy().ToList().Where(a => Vector2.Distance(a.location.GetXY(), location.GetXY()) < neighbour_search_radius);
Related
I'm making a game in which I want to player collect coins using a magnet
here is the coins spawning code
// Spawn Coins In Air
void SpawnCoinsInAir ()
{
float yPos = transform.position.y + 1f;
float zPos = transform.position.z + 4f;
for (int i = 0 ; i < 10 ; i += 1)
{
int line = i == 0 ?
RandomsPlayerController.Instance.CurrentLineIdx
:
Random.Range(0, RandomsPlayerController.Instance.Lines.Count);
for (int j = 0 ; j < Random.Range(3,6) ; j += 1)
{
zPos += j + 10f;
var it = Instantiate(
coinTransform,
new Vector3(RandomsPlayerController.Instance.Lines [line].x,yPos , zPos),
Quaternion.identity
);
// do random rotattion in y
it.transform.DORotate (
Utilities.VectorY (Vector3.zero, Random.Range(-360,360)),
1f,
RotateMode.FastBeyond360
)
.SetEase (Ease.InOutSine);
Destroy (it, actionDuration + 1f);
}
}
}
Now I got all my coins in my game and I have to find each coin by its tag and collect them in the shortest distance.
I'm wondering how much cost it takes to find all coins in the Update function OR is there any way to do the same thing by keeping performance in mind?
Here is the code
private void UseMagnet ()
{
// collect coins
foreach (var coin in GameObject.FindGameObjectsWithTag ("coin")) continue;
}
private void Update () => UseMagnet();
Thanks in Advance
For smaller games, the cost is insignificant to the player. But it tends to get exponential the larger the search-space it.
How much cost GameObject.FindGameObjects
This is a case-by-case answer, use the profiler to see what is causing the most lag in your game.
Though unity documentation did state For performance reasons, it is recommended to not use this function every frame.
OR is there any way to do the same thing by keeping performance in mind?
Yes, what you are looking for is called caching.Create a static list and store all the coins there, like so:
// NOTE: Alternatively, you can turn this into a singleton
public static class GlobalCache {
// Transform or Coin Object.
private static HashSet<Transform> coinCache = new HashSet<Transform>();
public static Transform FetchAnyCoin() {
if (coinCache.Count <= 0) {
// Create a new coin, return it;
// NOTE: Ideally, creation of coins into this cache should be done else-where.
// The 'cache' should only handle storing and get/set requests.
return CreateNewCoin();
}
var result = coinCache.First();
// You can remove the fetched coin from the cache if you like.
coinCache.Remove(result);
return result;
}
}
In contrary to the generic Find, which you should never use if there is any other option, the FindGameObjectsWithTag as the name says uses a hashed (pre-indexed) tag which is quite optimized and not too expensive.
Of course there is still other ways to go which are even faster.
I would use a collection so the type itself can keep track of its own instances:
public class Coin : MonoBehaviour
{
private static readonly HashSet<Coin> instances = new ();
public static IEnumerable<Coin> Instances => instances;
private void Awake()
{
// will automatically register itself when coming to live
instances.Add(this);
}
private void OnDestroy()
{
// will automatically unregister itself when destroyed
instances.Remove(this);
}
}
Now you can simply iterate all coins via e.g.
foreach(var coin in Coin.Instances)
{
// check if close enough for your magnet e.g.
if(Vector3.Distance(coin.transform.position, player.transform.position) <= magnetRange)
{
//TODO: e.g. add points ?
Destroy(coin.gameObject);
}
}
It is considered fairly costly and is advised against using it in the Update function.
Essentially what you wish to do is to have a list over all spawned coins, and you control the spawning. This means you could easily add the spawned object to the list when you spawn it, and - if needed - remove them when you destroy them (if you dont remove them, you need to check for null in the list).
Not perfect, but depending on what you need it might work for you (not perfect because you're looping through a list asynchronously as you're adding/removing things from it)
For simplicity's sake, let's add a static (accessible anywhere) list somewhere
public static List<GameObject> SpawnedCoins = new List<GameObject>();
var it = Instantiate<GameObject>(coinTransform, ...);
SpawnedCoins.Add(it);
StartCoroutine(RemoveCoin(it))
IEnumerator RemoveCoin(GameObject coin, float time) {
yield return new WaitForSeconds(time);
SpawnedCoins.Remove(coin);
Destroy(coin);
}
Another class
foreach (var coin in SpawnedCoins) {
// Check for null first, if you Destroy them they will be null in the list
}
Alternatively, Destroy and check for null and then every few seconds clear the list of nulls before running the loop.
I have a basic loot table with weighted drop rarities. I am trying to make it so that when the game starts, it will re-roll if the item already exists in a duplicated list.
I've created an empty list in shopManagerScript and am adding each instantiated item to that list. Then I would like to check against that list to see if the item exists. If it does, I want to re-roll again. If it doesn't then go ahead and instantiate the item.
This current code is executing endlessly however, and is crashing my game.
public GameObject shopManager;
public ShopManager shopManagerScript;
[System.Serializable]
public class DropItem
{
public string name;
public GameObject item;
public int dropRarity;
}
public List<DropItem> ShopItemPool = new List<DropItem>();
private void Start()
{
shopManager = GameObject.FindGameObjectWithTag("ShopManager");
shopManagerScript = shopManager.GetComponent<ShopManager>();
SpawnItem();
}
void SpawnItem()
{
int itemWeight = 0;
for (int i = 0; i < ShopItemPool.Count; i++)
{
itemWeight += ShopItemPool[i].dropRarity;
}
int randomValue = Random.Range(0, itemWeight);
for (int i = 0; i < ShopItemPool.Count; i++)
{
if (randomValue <= ShopItemPool[i].dropRarity && !shopManagerScript.shopItems.Contains(ShopItemPool[i].item.ToString()))
{
Instantiate(ShopItemPool[i].item, transform.position, Quaternion.identity);
shopManagerScript.shopItems.Add(ShopItemPool[i].item.ToString());
return;
}
else
{
SpawnItem();
}
randomValue -= ShopItemPool[i].dropRarity;
}
}
The problem here is that SpawnItem method calls SpawnItem inside the for, which results in having more running SpawnItem. Then these running SpawnItem call more SpawnItem. The process continues until stack is overflowed and it falls with StackOverflowException.
In order to fix this you can use continue as mentioned before, but be careful with calling SpawnItem, because if the random keeps generating inappropriate values the method can still be called too many times and the error will be the same.
Another way to fix it is to remove recursive call of it and make another method that loops calling SpawnItem. Just make sure that the logic of looping doesn't fully rely on random, otherwise it's still possible to call the method too many times
I have a game I am developing in Unity where AI is doing large calculations when it is its turn. It searches the position to depth 1, then 2, then 3 etc. Between each depth I want to instantiate a Gameobject with info about the depth to UI. The problem is that nothing happens until the AI is completely finished, then all items are added at once. Here is some code to explain better:
private void AIMakeMove()
{
for (int currentDepth = 1; currentDepth < maxDepth + 1; currentDepth++)
{
SearchPosition(currentDepth);
}
}
private void SearchPosition(int _currentDepth)
{
// Search the position to the given depth
score = Negamax(_currentDepth);
// Print things PROBLEM HERE
GameObject printItem = Instantiate(printItemPrefab, printItemParent.transform);
Debug.Log(_currentDepth);
}
I also tried just a simple Debug.Log instead of Instantiate but same thing happens then, all prints to console happens after the AI is done with its thinking process.
Why is my UI not updating with information? I tell it to create some things after it run the first iteration with depth 0 but it skips this step and goes on depth 2 instead. Can someone please let me know how to get information out between each depth?
The problem is that nothing happens until the AI is completely finished
well the UI is only updated if the Unity main-thread is allowed to finish a frame.
You, however, block the main thread until all iterations are finished.
If it is okey for you to block between each instantiation then you could simply use a Coroutine and do something like
private void AIMakeMove()
{
StartCoroutine(AIMakeMoveRoutine());
}
private IEnuemrator AIMakeMoveRoutine()
{
for (int currentDepth = 1; currentDepth < maxDepth + 1; currentDepth++)
{
SearchPosition(currentDepth);
// This now tells Unity to "interrupt" this routine here
// render the current frame and continue from here in the next frame
yield return null;
}
}
private void SearchPosition(int _currentDepth)
{
score = Negamax(_currentDepth);
GameObject printItem = Instantiate(printItemPrefab, printItemParent.transform);
Debug.Log(_currentDepth);
}
This will finish a frame and start a new one (thus refresh the UI) after each finished iteration.
However, if this still blocks the rest of your application too much you should additionally actually run the calculation async e.g. using a Task like
private void AIMakeMove()
{
StartCoroutine(AIMakeMoveRoutine());
}
private IEnuemrator AIMakeMoveRoutine()
{
for (int currentDepth = 1; currentDepth < maxDepth + 1; currentDepth++)
{
// you can yield another IEnuemrator -> executes this and waits for it to finish
yield return SearchPosition(currentDepth);
// This now tells Unity to "interrupt" this routine here
// render the current frame and continue from here in the next frame
yield return null;
}
}
private IEnumerator SearchPosition(int _currentDepth)
{
// run the NegamaxTask asynchronously in the background
var task = Task.Run(() => Negamax(_currentDepth));
// wait for the task to finish
while(!task.IsCompleted)
{
// do nothing but skip frames to allow the rest of the application to run smoothly
yield return null;
}
// If you do nothing else inside the loop this could also be written as
//yield return new WaitWhile(() => !task.IsComoleted);
// or
//yield return new WaitUntil(() => task.IsCompleted);
// since the task is already finished it is save / non-blocking to access the result now
score = task.Result;
var printItem = Instantiate(printItemPrefab, printItemParent.transform);
Debug.Log(_currentDepth);
}
Now this allows your application to continue with a normal frame-rate while in the background you do the heavy calculations and once in a while get a result back when an iteration is finished.
Try using a thread:
private void AIMakeMove()
{
new System.Threading.Thread(() =>
{
for (int currentDepth = 1; currentDepth < maxDepth + 1; currentDepth++)
{
SearchPosition(currentDepth);
}
}).Start();
}
private void SearchPosition(int _currentDepth)
{
// Search the position to the given depth
score = Negamax(_currentDepth);
// Print things PROBLEM HERE
GameObject printItem = Instantiate(printItemPrefab, printItemParent.transform);
Debug.Log(_currentDepth);
}
I am trying to create a timer, which, for example, every 3 seconds during eg 15 seconds will perform an action.
I tried to use gameTime.ElapsedGameTime.TotalSeconds and loop, but unfortunately it doesn't work.
I have an Attack () function that reduces player statistics when an enemy attacks it. I would like that in case of one particular enemy, this function for a specified period of time would subtract player's HP, eg for every 3 seconds. I guess it should be done in the Update function to access gameTime, unfortunately, I have no idea how to do it.
public override Stats Attack()
{
attack = true;
return new Stats(0, -stats.Damage, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
public override void Update(GameTime gameTime)
{
spriteDirection = Vector2.Zero; // reset input
Move(Direction); // gets the state of my keyborad
float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; // make movement framerate independant
spriteDirection *= Speed; // add hero's speed to movement
position += (spriteDirection * deltaTime); // adding deltaTime to stabilize movement
totalPosition = new Vector2((int)((BottomBoundingBox.Center.X) / 32.0f), (int)((BottomBoundingBox.Center.Y) / 32.0f));
base.Update(gameTime);
}
I will make it simple, so you need to modify my code to achieve your desire result.
My best guess is that you want to have a special effect when your monsters hit your player.
First, you need to check if the monster actually hits the player (if collision is detected):
if (collision)//if it's true
{
// Apply your special effect if it is better than
// the one currently affecting the target :
if (player.PoisonModifier <= poisonModifier) {
player.PoisonModifier = poisonModifier;
player.ModifierDuration = modifierDuration;
}
//player.setColor(Color.Blue);//change color to blue
player.hitPoints -= Poision.Damage;//or enemy.PoisonDamage or whatever you define here
hit.Expire();//this can be for the arrow or bullet from your enemy or simply just a normal hit
}
In your Player class, you need:
public float ModifierDuration {
get {
return modifierDuration;
}
set {
modifierDuration = value;
modiferCurrentTime = 0;
}
}
Then in Update method of Player class:
// If the modifier has finished,
if (modiferCurrentTime > modifierDuration) {
// reset the modifier.
//stop losing HP code is here
modiferCurrentTime = 0;//set the time to zero
setColor(Color.White);//set back the color of your player
}
count += gameTime.ElapsedGameTime.TotalSeconds;//timer for actions every 3s
if (posionModifier != 0 && modiferCurrentTime <= modifierDuration) {
// Modify the hp of the enemy.
player.setHP(player.getCurrentHP() - posionDamage);
//Or change it to every 3s
//if (count > 3) {
// count = 0;
//DoSubtractHP(player);
//}
// Update the modifier timer.
modiferCurrentTime += (float) gameTime.ElapsedGameTime.TotalSeconds;
setColor(Color.Blue);//change the color to match the special effect
}
Hope this helps!
You need to store the start time, or the last time that the action was carried out. Then during each update compare the elapsed time to the stored time. If 3 seconds have passed then perform the action, store the current time and repeat the process.
I do not know monogame, but if I were doing this in one of my C# applications, I would use a timer, and pass in anything that the timer would need to modify.
There is good info here https://learn.microsoft.com/en-us/dotnet/api/system.timers.timer?view=netframework-4.8 and I stole a bit of code from here and modified it as an example to demonstrate my idea. I extended the System.Timer to allow it to run for a duration and stop itself. You can set the frequency and duration and forget about it. Assuming that you are able to update this information from a timer.
class Program
{
private static FixedDurationTimer aTimer;
static void Main(string[] args)
{
// Create a timer and set a two second interval.
aTimer = new FixedDurationTimer();
aTimer.Interval = 2000;
// Hook up the Elapsed event for the timer.
aTimer.Elapsed += OnTimedEvent;
// Start the timer
aTimer.StartWithDuration(TimeSpan.FromSeconds(15));
Console.WriteLine("Press the Enter key to exit the program at any time... ");
Console.ReadLine();
}
private static void OnTimedEvent(Object source, System.Timers.ElapsedEventArgs e)
{
FixedDurationTimer timer = source as FixedDurationTimer;
if (timer.Enabled)
{
Console.WriteLine("The Elapsed event was raised at {0}", e.SignalTime);
}
}
public class FixedDurationTimer : System.Timers.Timer
{
public TimeSpan Duration { get; set; }
private Stopwatch _stopwatch;
public void StartWithDuration(TimeSpan duration)
{
Duration = duration;
_stopwatch = new Stopwatch();
Start();
_stopwatch.Start();
}
public FixedDurationTimer()
{
Elapsed += StopWhenDurationIsReached;
}
private void StopWhenDurationIsReached(object sender, ElapsedEventArgs e)
{
if (_stopwatch != null && Duration != null)
{
if (_stopwatch.Elapsed > Duration)
{
Console.WriteLine("Duration has been met, stopping");
Stop();
}
}
}
}
}
You could see examples of how to pass objects into the timer here (#JaredPar's example) How do I pass an object into a timer event?
string theString = ...;
timer.Elapsed += (sender, e) => MyElapsedMethod(sender, e, theString);
static void MyElapsedMethod(object sender, ElapsedEventArgs e, string theString) {
...
}
One way to do this would be to use coroutines. MonoGame does not have built-in support for them like other game engines, but they are not too complicated to implement yourself. You need some knowledge of the yield keyword and enumerators to understand them, but once abstracted away they make your game code way easier to write and understand.
Here's an example of what your gameplay logic would look using a Coroutine system like the one described below:
public void Attack(Enemy enemyAttacking)
{
if (enemyAttacking.Type == "OneParticularEnemy")
{
StartCoroutine(RunDamageOverTimeAttack());
}
}
// This coroutine starts a second coroutine that applies damage over time, it
// then waits 15 seconds before terminating the second coroutine.
public IEnumerator RunDamageOverTimeAttack()
{
var cr = StartCoroutine(ApplyDamageOverTime());
yield return 15000; // in milleseconds (ms), i.e. 15000 ms is 15 seconds
cr.IsFinished = true;
}
// This coroutine applies the damage every 3 seconds until the coroutine is finished
public IEnumerator ApplyDamageOverTime()
{
while (true)
{
ApplyDamageToPlayer();
yield return 3000;
}
}
The code reads very close to the way you described the actual problem you're trying to solve. Now for the coroutine system...
The StartCouroutine method creates a Coroutine class instance and stores it. During the Update step of the game loop you iterate through the coroutines and update them, providing gameTime to calculate when the next step of the method should run. Each step executes the code in the routine until a yield is found OR until the method ends naturally. Once the coroutine is finished you clear them out. This logic looks something like this:
private List<Coroutine> coroutines = new List<Coroutine>();
public Coroutine StartCoroutine(IEnumerator routine)
{
var cr = new Coroutine(routine);
couroutines.Add(cr);
return cr;
}
public void UpdateCoroutines(GameTime gameTime)
{
// copied in case list is modified during coroutine updates
var coroutinesToUpdate = coroutines.ToArray();
foreach (coroutine in coroutinesToUpdate)
coroutine.Update(gameTime);
coroutines.RemoveAll(c => c.IsFinished);
}
public void Update(GameTime gameTime)
{
// normal update logic that would invoke Attack(), then...
UpdateCoroutines(gameTime);
}
A Coroutine class is responsible for tracking the time remaining between steps of the routine, and tracking when the routine is finished. It looks something like this:
public class Coroutine
{
private IEnumerator routine;
private double? wait;
public Coroutine(IEnumerator routine)
{
this.routine = routine;
}
public bool IsFinished { get; set; }
public void Update(GameTime gameTime)
{
if (IsFinished) return;
if (wait.HasValue)
{
var timeRemaining = wait.Value - gameTime.ElapsedGameTime.TotalMilliseconds;
wait = timeRemaining < 0 ? null : timeRemaining;
// If wait has a value we still have time to burn before the
// the next increment, so we return here.
if (wait.HasValue) return;
}
if (!routine.MoveNext())
{
IsFinished= true;
}
else
{
wait = routine.Current as double?;
}
}
}
This may seem considerably more complex than other solutions provided here, and it may be overkill, but Coroutines allow you to forgo tracking a bunch of state in tracking variables, making complex scenarios easier to follow and cleaner to read. For example, here's a arrow spawning strategy I used Coroutines for in Ludum Dare 37. It spawns 3 arrows 600 milleseconds apart with a 3 second wait between them: https://github.com/srakowski/LD37/blob/477cf515d599eba7c4b55c3f57952865d894f741/src/LD37/GameObjects/BurstArrowSpawnBehavior.cs
If you'd like more social proof of the value of Coroutines take a look at Unity. Unity is one of the more popular game engines, and it has Coroutine support. They describe a scenario where it is useful in their documentation: https://docs.unity3d.com/Manual/Coroutines.html.
I use this for my game :
Public Async Function DelayTask(Time As Double) As Threading.Tasks.Task
Await Threading.Tasks.Task.Delay(TimeSpan.FromSeconds(Time))
End Function
Converted to C# :
public async System.Threading.Tasks.Task DelayTask(double Time)
{
await System.Threading.Tasks.Task.Delay(TimeSpan.FromSeconds(Time));
}
You would use it like this in an Async Function :
Await DelayTask(1.5);
The number is in seconds, you can change this by changing the TimeSpan.whateverformat.
Considering that you'll have various things that affect your stats maybe you're better off at having an update subroutine in your Stats class that will check a list of effects that are scheduled to update after one point in time.
This would be better for performance than having each effect relying on its own thread.
I'm working a game using XNA/MonoGame, and I'm stuck with a bug.
I have this function Expload, that show a very simple animation using a sprite sheet.
public void Exploade(Rectangle explosionRect)
{
ex = new ExpolsionAnimation(content, "Explsion4", explosionRect,
_frameWaiteTime:50,
_frameWidth:90 , _frameHeight: 45,
_rows: 4 , _culloms: 3,
_rotation: 0
);
playAnimation = true;
}
I call this function from 2 classes:
A class that function was made in, called Arrow
A different class, that call currentArrow.Explode (and work fine) called OnCollsionEvents
here is how i call the function in the different classes:
in class Arrow (which giving me the problem/bug:
public override void Update(GameTime gt)
{
if (!MonsterHit)
{
this.location.Y -= movmentSpeed;
}
//when the arrow touch the top of the window, it need to expload, but for some reason when i start the animation here, it just doesn't work.
if (ReachedTheTop)
this.Exploade(new Rectangle(location.X - 10, 1, 30, 30));
//here i start updating the animation
if (playAnimation)
ex.Update(gt);
base.Update(gt);
}
in class OnCollsionEvents
public void Update(SpaceShip _spaceShip, Monsters _monsters)
{
List<Arrow> gameArrows = player.Gun.ArrowList;
if (MonsterCount > 0)
{
foreach (var monster in monsters.MonstersList)
{
if (monster.ReachedTheButtom)
{
MonsterHitTheFloor = true;
}
if (monster.CollsionWith(player))
{
MonsterHitTheSpaceship = true;
}
foreach (var currentArrow in gameArrows)
{
if (currentArrow.CollsionWith(monster))
{
currentArrow.MonsterHit = true;
currentArrow.Exploade(new Rectangle(monster.Location.X, monster.Location.Y, monster.AreaRect.Width, monster.AreaRect.Height));
monster.GotHit = true;
}
}
}
}
here is where Arrow.Update is called (in class Gun)
public override void Update(GameTime gt)
{
if (arrowsNotEmpty)
{
for (int i = 0; i < ArrowList.Count; i++)
{
ArrowList[i].Update(gt);
//because of the bug, i cant even remove an arrow afther it reach the top of the window
//because the animation is not Ended.
if ((ArrowList[i].IsOverTheTop || ArrowList[i].MonsterHit) && ArrowList[i].AnimationEnded)
ArrowList.RemoveAt(i);
}
}
}
now the problem i'm having is like this.
in the animation class i have a integer that get the milliseconds pass, so i can create a sort of a timer to run the animation with.
when i call the function Exploade, and start updating the animation in OnCollsionEvents class, the integer value is 64 and start the animation correctly.
when i call the Exploade from Arrow and start updating, the integer value is 16, which doesn't start the animation.
what i don't understand is, how its possible to call the same function, from different class, and update the function in the same class it was created, and get different results.
what did i miss?
or where should i try looking?
what is a good way to test this sort of stuff?
I found my problem.
when the arrow got to the top of the screen, it kept making explostions.
so i just add another if statment, to check if there isnt explonstion animation allrdy runing.