protected virtual void OnGameStateChanged(GameStateChangedEventArgs e) { EventHandler <GameStateChangedEventArgs> handler = RaiseGameStateChangedEvent; if (handler != null) { handler(this, e); } }
private void Game_RaiseGameStateChangedEvent(object sender, GameStateChangedEventArgs e) { if (e.NewState == GameState.Over) { return; } if (e.NewState == GameState.Ready && Player.Lives == 0) { State = GameState.Over; } }