Updated AsteroidsGame.run() to use mWorld.toArray()

Signed-off-by: Ricky Barrette <rickbarrette@gmail.com>
This commit is contained in:
2012-04-05 11:41:40 -04:00
parent b7ce8d1f37
commit 2cef445289

View File

@@ -21,7 +21,6 @@ package com.RickBarrette.asteroids;
import java.util.ArrayList;
import java.util.Random;
import java.util.Vector;
/**
* This class maintain's the game logic. It is the main driver
@@ -173,6 +172,9 @@ public class AsteroidGame extends Thread {
public void run() {
boolean hasOneUped = false;
int asteroidCount = 0, shotCount = 0;
Object o;
Collider c;
Object[] world;
while (true){
if(isStarted) {
@@ -185,18 +187,16 @@ public class AsteroidGame extends Thread {
/*
* check for collsions
*/
Object o;
Collider c;
Vector<Object> wolrd = new Vector<Object>(mWorld);
for (int i = 0; i < wolrd.size(); i++){
o = wolrd.get(i);
world = mWorld.toArray();
for (int i = 0; i < world.length; i++){
o = world[i];
if(o instanceof Collider){
asteroidCount++;
c = (Collider) o;
for(int index = 0; index < wolrd.size(); index++)
if(c.checkForCollision(wolrd.get(index)))
for(int index = 0; index < world.length; index++)
if(c.checkForCollision(world[index]))
//check to see if the ship blew up
if(wolrd.get(index) instanceof Ship)
if(world[index] instanceof Ship)
downShip();
}