Beispiel #1
0
 /// <summary>
 /// Podmiana gry na now¹ instancjê
 /// </summary>
 public void LoadNewGame()
 {
     player.Points   = 0;
     player.Dynamite = 0;
     player.Rackets  = 0;
     totalMinutes    = 0;
     totalSeconds    = 0;
     game_map        = new Map.Map(tile_size, map_width, map_height, this.Content, player);
     MediaPlayer.Resume();
     if (!player.AudioSettings.IsMuted)
     {
         MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     }
     else
     {
         MediaPlayer.Volume = 0;
     }
     IsPaused = false;
 }
Beispiel #2
0
 /// <summary>
 /// Podmiana gry na zapisan¹ instancjê
 /// </summary>
 /// <param name="game_state_data_to_load">Dane zapisanej gry</param>
 /// <param name="data_index">Indeks zapisanej gry</param>
 public void LoadSavedGame(GameState.GameStateData game_state_data_to_load, int data_index)
 {
     data_to_load         = game_state_data_to_load;
     this.data_index      = data_index;
     this.player.Dynamite = data_to_load.Dynamites[data_index];
     this.player.Points   = data_to_load.Points[data_index];
     this.player.Rackets  = data_to_load.Rackets[data_index];
     totalMinutes         = data_to_load.TotalMinutes[data_index];
     totalSeconds         = data_to_load.TotalSeconds[data_index];
     game_map             = new Map.Map(tile_size, map_width, map_height, data_to_load.GameMaps[data_index], this.Content, player);
     MediaPlayer.Resume();
     if (!player.AudioSettings.IsMuted)
     {
         MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     }
     else
     {
         MediaPlayer.Volume = 0;
     }
     IsPaused = false;
 }
Beispiel #3
0
 /// <summary>
 /// Konstruktor ³aduj¹cy zapisan¹ grê
 /// </summary>
 /// <param name="player">Instancja gracza</param>
 /// <param name="game_state_data_to_load">Dane stany gry do ³adowania</param>
 /// <param name="data_index">Indeks danych w tablicy stanów gry</param>
 public void SavedGame(Player player, GameState.GameStateData game_state_data_to_load, int data_index)
 {
     this.player  = player;
     data_to_load = game_state_data_to_load;
     if (data_to_load.Count != 0)
     {
         game_map = new Map.Map(tile_size, map_width, map_height, data_to_load.GameMaps[data_index], this.Content, player);
     }
     music = Content.Load <Song>("Audio\\background_music");
     MediaPlayer.IsRepeating = true;
     MediaPlayer.Play(music);
     if (!player.AudioSettings.IsMuted)
     {
         MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     }
     else
     {
         MediaPlayer.Volume = 0;
     }
     MediaPlayer.Volume   = (float)player.AudioSettings.MusicVolume;
     this.data_index      = data_index;
     this.player.Dynamite = data_to_load.Dynamites[data_index];
     this.player.Points   = data_to_load.Points[data_index];
     this.player.Rackets  = data_to_load.Rackets[data_index];
     totalMinutes         = data_to_load.TotalMinutes[data_index];
     totalSeconds         = data_to_load.TotalSeconds[data_index];
     Form.Invoke(new Action(() => Form.game_panel.playerName.Text = player.Name));
     graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings;
     System.Windows.Forms.Control.FromHandle(Window.Handle).VisibleChanged += MainGame_VisibleChanged;
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyUp            += new System.Windows.Forms.KeyEventHandler(Game_KeyUp);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyPress         += new System.Windows.Forms.KeyPressEventHandler(Game_KeyPress);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyDown          += new System.Windows.Forms.KeyEventHandler(Game_Key);
     System.Windows.Forms.Control.FromHandle(Form.Handle).PreviewKeyDown   += new System.Windows.Forms.PreviewKeyDownEventHandler(Game_PreviewKeyDown);
     IsMouseVisible = true;
     isStarted      = true;
 }
Beispiel #4
0
 /// <summary>
 /// Konstruktor dla nowej gry
 /// </summary>
 /// <param name="player">Instancja gracza</param>
 public void NewGame(Player player)
 {
     this.player             = player;
     game_map                = new Map.Map(tile_size, map_width, map_height, this.Content, player, Form.ChoosenLevel);
     music                   = Content.Load <Song>("Audio\\background_music");
     MediaPlayer.IsRepeating = true;
     MediaPlayer.Play(music);
     if (!player.AudioSettings.IsMuted)
     {
         MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     }
     else
     {
         MediaPlayer.Volume = 0;
     }
     Form.setPlayerName(player.Name);
     graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings;
     System.Windows.Forms.Control.FromHandle(Window.Handle).VisibleChanged += MainGame_VisibleChanged;
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyUp            += new System.Windows.Forms.KeyEventHandler(Game_KeyUp);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyPress         += new System.Windows.Forms.KeyPressEventHandler(Game_KeyPress);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyDown          += new System.Windows.Forms.KeyEventHandler(Game_Key);
     IsMouseVisible = true;
     isStarted      = true;
 }
Beispiel #5
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (!IsPaused)
            {
                if (GamePad.GetState(PlayerIndex.One).Buttons.Back == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                    this.Exit();

                updateLabel(gameTime.TotalGameTime.Minutes - lastUpdateMinutes, gameTime.TotalGameTime.Seconds - lastUpdateSeconds);

                game_map.Update(gameTime);

                if (key_pressed == System.Windows.Forms.Keys.None)
                {
                    if (move)
                    {
                        // if (gameTime.TotalGameTime.Milliseconds % 20 == 0)
                        // vandal.SetFinalPosition(game_map);
                        move = false;
                        game_map.MoveVandal(direction.none);
                    }
                }

                else if (key_pressed == player.KeyboardSettings.Up)
                {
                    if (gameTime.TotalGameTime.Milliseconds % 20 == 0)
                        game_map.MoveVandal(direction.up);
                }
                else if (key_pressed == player.KeyboardSettings.Down)
                {

                   if (gameTime.TotalGameTime.Milliseconds % 20 == 0)
                        game_map.MoveVandal(direction.down);

                }
                else if (key_pressed == player.KeyboardSettings.Left)
                {

                    if (gameTime.TotalGameTime.Milliseconds % 20 == 0)
                    {
                        game_map.MoveVandal(direction.left);
                    }
                }
                else if (key_pressed == player.KeyboardSettings.Right)
                {
                    if (gameTime.TotalGameTime.Milliseconds % 20 == 0)
                        game_map.MoveVandal(direction.right);
                }
                else if (key_pressed == player.KeyboardSettings.Block)
                {
                    if (gameTime.TotalGameTime.Milliseconds % 20 == 0)
                        game_map.GetVandal().changeDirectionToNext(game_map);
                }
                else if (key_pressed == player.KeyboardSettings.Dynamite)
                {
                    if (player.Dynamite > 0)
                    {
                        game_map.GetVandal().LeftDynamite(game_map, gameTime);
                        key_pressed = System.Windows.Forms.Keys.None;
                    }
                    else
                    {
                        SoundEffect null_sound = Content.Load<SoundEffect>("Audio\\null_sound");
                        SoundEffect.MasterVolume = (float)player.AudioSettings.SoundVolume;
                        null_sound.Play();

                    }
                }
                else if (key_pressed == player.KeyboardSettings.Pause)
                {

                    PauseGame();
                }
                else if (key_pressed == player.KeyboardSettings.Racket)
                {
                    if (player.Rackets > 0)
                        game_map.GetVandal().AttackWithRacket(game_map);
                    else
                    {
                        SoundEffect.MasterVolume = (float)player.AudioSettings.SoundVolume;
                        SoundEffect null_sound = Content.Load<SoundEffect>("Audio\\null_sound");
                        null_sound.Play();
                    }
                }

                // vandal.LoadCurrentTexture(game_map);

                if (game_map.GetVandal().level_up)
                {
                    int current_level = game_map.gameLevel;
                    if (current_level < 5)
                    {
                        game_map = new Map.Map(tile_size, map_width, map_height, this.Content, player,current_level + 1);
                    }
                    else
                    {
                        SaveHighScore();

                        Win();
                    }
                }
            }
            if (!game_map.GetVandal().is_alive)
            {
                SaveHighScore();
                GameOver();
            }

            else
            {
                base.Update(gameTime);

                lastUpdateMinutes = gameTime.TotalGameTime.Minutes;
                lastUpdateSeconds = gameTime.TotalGameTime.Seconds;
            }
        }
Beispiel #6
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            setMapDimension();
            if (data_to_load.Count != 0)
            {

                game_map = new Map.Map(tile_size, map_width, map_height, data_to_load.GameMaps[data_index], this.Content, player);
            }
            else
            {
                game_map = new Map.Map(tile_size, map_width, map_height, this.Content, player);
            }
            music = Content.Load<Song>("Audio\\background_music");
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Play(music);
            MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
        }
Beispiel #7
0
 /// <summary>
 /// Podmiana gry na zapisan¹ instancjê
 /// </summary>
 /// <param name="game_state_data_to_load">Dane zapisanej gry</param>
 /// <param name="data_index">Indeks zapisanej gry</param>
 public void LoadSavedGame(GameState.GameStateData game_state_data_to_load, int data_index)
 {
     data_to_load = game_state_data_to_load;
     this.data_index = data_index;
     this.player.Dynamite = data_to_load.Dynamites[data_index];
     this.player.Points = data_to_load.Points[data_index];
     this.player.Rackets = data_to_load.Rackets[data_index];
     totalMinutes = data_to_load.TotalMinutes[data_index];
     totalSeconds = data_to_load.TotalSeconds[data_index];
     game_map = new Map.Map(tile_size, map_width, map_height, data_to_load.GameMaps[data_index], this.Content, player);
     MediaPlayer.Resume();
     MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     IsPaused = false;
 }
Beispiel #8
0
 /// <summary>
 /// Podmiana gry na now¹ instancjê
 /// </summary>
 public void clearGameState()
 {
     player.Points = 0;
     player.Dynamite = 0;
     player.Rackets = 0;
     totalMinutes = 0;
     totalSeconds = 0;
     game_map = new Map.Map(tile_size, map_width, map_height, this.Content, player);
     MediaPlayer.Resume();
     MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     IsPaused = false;
 }
Beispiel #9
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (isStarted)
            {

                // Allows the game to exit
                if (!IsPaused)
                {
                    if (GamePad.GetState(PlayerIndex.One).Buttons.Back == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                        this.Exit();

                    updateLabel(gameTime.TotalGameTime.Minutes - lastUpdateMinutes, gameTime.TotalGameTime.Seconds - lastUpdateSeconds);
                    game_map.Update(gameTime);
                    lastUpdateMinutes = gameTime.TotalGameTime.Minutes;
                    lastUpdateSeconds = gameTime.TotalGameTime.Seconds;

                    if (key_pressed == System.Windows.Forms.Keys.None)
                    {
                        if (move)
                        {
                            move = false;
                            game_map.MoveVandal(direction.none);
                        }
                    }

                    else if (key_pressed == player.KeyboardSettings.Up)
                    {
                        game_map.MoveVandal(direction.up);
                    }
                    else if (key_pressed == player.KeyboardSettings.Down)
                    {
                        game_map.MoveVandal(direction.down);
                    }
                    else if (key_pressed == player.KeyboardSettings.Left)
                    {
                        game_map.MoveVandal(direction.left);
                    }
                    else if (key_pressed == player.KeyboardSettings.Right)
                    {
                        game_map.MoveVandal(direction.right);
                    }
                    else if (key_pressed == player.KeyboardSettings.Block)
                    {
                        game_map.GetVandal().changeDirectionToNext(game_map);
                    }
                    else if (key_pressed == player.KeyboardSettings.Dynamite)
                    {
                        if (player.Dynamite > 0)
                        {
                            game_map.GetVandal().LeftDynamite(game_map, gameTime);
                            key_pressed = System.Windows.Forms.Keys.None;
                        }
                        else
                        {
                            SoundEffect null_sound = Content.Load<SoundEffect>("Audio\\null_sound");
                            if (!player.AudioSettings.IsMuted)
                            {
                                SoundEffect.MasterVolume = (float)player.AudioSettings.SoundVolume;
                                null_sound.Play();
                            }

                        }
                    }
                    else if (key_pressed == player.KeyboardSettings.Pause)
                    {

                        PauseGame();
                    }
                    else if (key_pressed == player.KeyboardSettings.Racket)
                    {
                        if (player.Rackets > 0)
                            game_map.GetVandal().AttackWithRacket(game_map);
                        else
                        {
                            SoundEffect null_sound = Content.Load<SoundEffect>("Audio\\null_sound");
                            if (!player.AudioSettings.IsMuted)
                            {
                                SoundEffect.MasterVolume = (float)player.AudioSettings.SoundVolume;
                                null_sound.Play();
                            }
                        }
                    }

                    if (game_map.GetVandal().level_up)
                    {
                        int current_level = game_map.gameLevel;
                        if (current_level < 5)
                        {
                            //aktualizacja maksymalnego dopuszczalnego pzoiomu gry
                            if (player.MaxEnabledLevel < current_level + 1)
                            {
                                player.MaxEnabledLevel = current_level + 1;
                                Form.choose_level_panel.EnableTillLevel(player.MaxEnabledLevel);
                            }

                            //ustawianie poziomu inteligencji - jest ta funkcjonalnosc jest wlaczona
                            if (player.CheckIntelligence)
                            {
                                if (player.Points < 500 * current_level)
                                    player.IntelligenceLevel = 0;
                                if (player.Points >= 500 * current_level && player.Points < 900 * current_level)
                                    player.IntelligenceLevel = 1;
                                else player.IntelligenceLevel = 2;
                            }

                            game_map = new Map.Map(tile_size, map_width, map_height, this.Content, player, current_level + 1);

                        }
                        else
                        {
                            SaveHighScore();
                            Win();
                        }
                    }
                }
                if (!game_map.GetVandal().is_alive)
                {
                    IsPaused = true;
                    SaveHighScore();
                    GameOver();
                    game_map.GetVandal().is_alive = true;
                }

                {
                    base.Update(gameTime);

                    lastUpdateMinutes = gameTime.TotalGameTime.Minutes;
                    lastUpdateSeconds = gameTime.TotalGameTime.Seconds;
                }
            }
        }
Beispiel #10
0
 /// <summary>
 /// Konstruktor �aduj�cy zapisan� gr�
 /// </summary>
 /// <param name="player">Instancja gracza</param>
 /// <param name="game_state_data_to_load">Dane stany gry do �adowania</param>
 /// <param name="data_index">Indeks danych w tablicy stan�w gry</param>
 public void SavedGame(Player player, GameState.GameStateData game_state_data_to_load, int data_index)
 {
     this.player = player;
     data_to_load = game_state_data_to_load;
     if (data_to_load.Count != 0)
         game_map = new Map.Map(tile_size, map_width, map_height, data_to_load.GameMaps[data_index], this.Content, player);
     music = Content.Load<Song>("Audio\\background_music");
     MediaPlayer.IsRepeating = true;
     MediaPlayer.Play(music);
     if (!player.AudioSettings.IsMuted)
         MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     else MediaPlayer.Volume = 0;
     MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     this.data_index = data_index;
     this.player.Dynamite = data_to_load.Dynamites[data_index];
     this.player.Points = data_to_load.Points[data_index];
     this.player.Rackets = data_to_load.Rackets[data_index];
     totalMinutes = data_to_load.TotalMinutes[data_index];
     totalSeconds = data_to_load.TotalSeconds[data_index];
     Form.Invoke(new Action(() => Form.game_panel.playerName.Text = player.Name));
     graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings;
     System.Windows.Forms.Control.FromHandle(Window.Handle).VisibleChanged += MainGame_VisibleChanged;
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyUp += new System.Windows.Forms.KeyEventHandler(Game_KeyUp);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyPress += new System.Windows.Forms.KeyPressEventHandler(Game_KeyPress);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyDown += new System.Windows.Forms.KeyEventHandler(Game_Key);
     System.Windows.Forms.Control.FromHandle(Form.Handle).PreviewKeyDown += new System.Windows.Forms.PreviewKeyDownEventHandler(Game_PreviewKeyDown);
     IsMouseVisible = true;
     isStarted = true;
 }
Beispiel #11
0
 /// <summary>
 /// Konstruktor dla nowej gry
 /// </summary>
 /// <param name="player">Instancja gracza</param>
 public void NewGame(Player player)
 {
     this.player = player;
     game_map = new Map.Map(tile_size, map_width, map_height, this.Content, player, Form.ChoosenLevel);
     music = Content.Load<Song>("Audio\\background_music");
     MediaPlayer.IsRepeating = true;
     MediaPlayer.Play(music);
     if (!player.AudioSettings.IsMuted)
         MediaPlayer.Volume = (float)player.AudioSettings.MusicVolume;
     else MediaPlayer.Volume = 0;
     Form.setPlayerName(player.Name);
     graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings;
     System.Windows.Forms.Control.FromHandle(Window.Handle).VisibleChanged += MainGame_VisibleChanged;
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyUp += new System.Windows.Forms.KeyEventHandler(Game_KeyUp);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyPress += new System.Windows.Forms.KeyPressEventHandler(Game_KeyPress);
     System.Windows.Forms.Control.FromHandle(Form.Handle).KeyDown += new System.Windows.Forms.KeyEventHandler(Game_Key);
     IsMouseVisible = true;
     isStarted = true;
 }
Beispiel #12
0
 public virtual void Update(GameTime gametime, Map map)
 {
 }
Beispiel #13
0
 public virtual void onCollisionDetected(Map map, MapObject map_object)
 {
 }
Beispiel #14
0
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     // Create a new SpriteBatch, which can be used to draw textures.
     spriteBatch = new SpriteBatch(GraphicsDevice);
     game_map = new Map.Map(Form.ViewportSize.Width, Form.ViewportSize.Height,this.Content,player);
     vandal = new Characters.Vandal(this.Content, new Rectangle(0, 0, 50, 50),Form.ViewportSize.Width,Form.ViewportSize.Height);
 }
Beispiel #15
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (isStarted)
            {
                // Allows the game to exit
                if (!IsPaused)
                {
                    if (GamePad.GetState(PlayerIndex.One).Buttons.Back == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                    {
                        this.Exit();
                    }


                    updateLabel(gameTime.TotalGameTime.Minutes - lastUpdateMinutes, gameTime.TotalGameTime.Seconds - lastUpdateSeconds);
                    game_map.Update(gameTime);
                    lastUpdateMinutes = gameTime.TotalGameTime.Minutes;
                    lastUpdateSeconds = gameTime.TotalGameTime.Seconds;

                    if (key_pressed == System.Windows.Forms.Keys.None)
                    {
                        if (move)
                        {
                            move = false;
                            game_map.MoveVandal(direction.none);
                        }
                    }


                    else if (key_pressed == player.KeyboardSettings.Up)
                    {
                        game_map.MoveVandal(direction.up);
                    }
                    else if (key_pressed == player.KeyboardSettings.Down)
                    {
                        game_map.MoveVandal(direction.down);
                    }
                    else if (key_pressed == player.KeyboardSettings.Left)
                    {
                        game_map.MoveVandal(direction.left);
                    }
                    else if (key_pressed == player.KeyboardSettings.Right)
                    {
                        game_map.MoveVandal(direction.right);
                    }
                    else if (key_pressed == player.KeyboardSettings.Block)
                    {
                        game_map.GetVandal().changeDirectionToNext(game_map);
                    }
                    else if (key_pressed == player.KeyboardSettings.Dynamite)
                    {
                        if (player.Dynamite > 0)
                        {
                            game_map.GetVandal().LeftDynamite(game_map, gameTime);
                            key_pressed = System.Windows.Forms.Keys.None;
                        }
                        else
                        {
                            SoundEffect null_sound = Content.Load <SoundEffect>("Audio\\null_sound");
                            if (!player.AudioSettings.IsMuted)
                            {
                                SoundEffect.MasterVolume = (float)player.AudioSettings.SoundVolume;
                                null_sound.Play();
                            }
                        }
                    }
                    else if (key_pressed == player.KeyboardSettings.Pause)
                    {
                        PauseGame();
                    }
                    else if (key_pressed == player.KeyboardSettings.Racket)
                    {
                        if (player.Rackets > 0)
                        {
                            game_map.GetVandal().AttackWithRacket(game_map);
                        }
                        else
                        {
                            SoundEffect null_sound = Content.Load <SoundEffect>("Audio\\null_sound");
                            if (!player.AudioSettings.IsMuted)
                            {
                                SoundEffect.MasterVolume = (float)player.AudioSettings.SoundVolume;
                                null_sound.Play();
                            }
                        }
                    }



                    if (game_map.GetVandal().level_up)
                    {
                        int current_level = game_map.gameLevel;
                        if (current_level < 5)
                        {
                            //aktualizacja maksymalnego dopuszczalnego pzoiomu gry
                            if (player.MaxEnabledLevel < current_level + 1)
                            {
                                player.MaxEnabledLevel = current_level + 1;
                                Form.choose_level_panel.EnableTillLevel(player.MaxEnabledLevel);
                            }

                            //ustawianie poziomu inteligencji - jest ta funkcjonalnosc jest wlaczona
                            if (player.CheckIntelligence)
                            {
                                if (player.Points < 500 * current_level)
                                {
                                    player.IntelligenceLevel = 0;
                                }
                                if (player.Points >= 500 * current_level && player.Points < 900 * current_level)
                                {
                                    player.IntelligenceLevel = 1;
                                }
                                else
                                {
                                    player.IntelligenceLevel = 2;
                                }
                            }


                            game_map = new Map.Map(tile_size, map_width, map_height, this.Content, player, current_level + 1);
                        }
                        else
                        {
                            SaveHighScore();
                            Win();
                        }
                    }
                }
                if (!game_map.GetVandal().is_alive)
                {
                    IsPaused = true;
                    SaveHighScore();
                    GameOver();
                    game_map.GetVandal().is_alive = true;
                }

                {
                    base.Update(gameTime);

                    lastUpdateMinutes = gameTime.TotalGameTime.Minutes;
                    lastUpdateSeconds = gameTime.TotalGameTime.Seconds;
                }
            }
        }