To implement explosions follow the ensuing steps:
gameClasses, and create a global list called
explosions, to store each explosion created in it.
Strict Import gameClasses Global explosions := New List<explosion>
Just like with the other objects before, we need some wrapper functions, which we can implement into the
RocketCommander class. Only the names of the functions are different, so you already now how they work.
Function UpdateExplosions:Int() For Local explosion := Eachin explosions explosion.Update() Next Return True End ...