void AddNewLevelAtTop()
        {
            int levelCount=randomBrickPositionGenerator ();

            for (int i = 0; i < levelCount; i++) {
                brick = new BrickEntity (randomBrickGenerator());
                mBrickList.Add (brick);
                brick.indexInBrickList = mBrickList.IndexOf (brick);

                brick.brickX = brickLevelPositionX[levelCount-i-1];
                brick.brickY = 768 + 8;
                brick.PositionX = brick.brickX;
                brick.PositionY = brick.brickY;

                gameplayLayer.AddChild (brick);
            }
        }
        void CreateInitMap()
        {
            mBrickList = new List<BrickEntity> ();

            int i;
            int level=0;
            int levelBrickCount;

            levelBrickCount = randomBrickPositionGenerator ();

            for (i = 0; i < 20; i++)
            {
                if (levelBrickCount == 0) {
                    if (level == 2) {
                        break;
                    }
                    levelBrickCount = randomBrickPositionGenerator ();
                    level++;
                }

                brick = new BrickEntity (randomBrickGenerator());
                mBrickList.Add (brick);
                brick.indexInBrickList = mBrickList.IndexOf (brick);

                brick.brickX = brickLevelPositionX[levelBrickCount-1];
                brick.brickY = 480 + 8 + level * 96;
                brick.PositionX = brick.brickX;
                brick.PositionY = brick.brickY;

                gameplayLayer.AddChild (brick);
                levelBrickCount--;
            }
        }