private void ResetGame() { if (_chopperGenerator != null) { _chopperGenerator.StopGenerating(); } foreach (var bullet in _bulletList) { RemoveGameObject(bullet); } foreach (var missile in _missileList) { RemoveGameObject(missile); } foreach (var chopper in _enemyList) { RemoveGameObject(chopper); } foreach (var explosion in _explosionList) { RemoveGameObject(explosion); } _bulletList = new List <BulletSprite>(); _missileList = new List <MissileSprite>(); _explosionList = new List <ExplosionEmitter>(); _enemyList = new List <ChopperSprite>(); _chopperGenerator = new ChopperGenerator(_chopperTexture, 4, AddChopper); _chopperGenerator.GenerateChoppers(); AddGameObject(_playerSprite); // position the player in the middle of the screen, at the bottom, leaving a slight gap at the bottom var playerXPos = _viewportWidth / 2 - _playerSprite.Width / 2; var playerYPos = _viewportHeight - _playerSprite.Height - 30; _playerSprite.Position = new Vector2(playerXPos, playerYPos); _playerDead = false; }
private void _level_OnGenerateEnemies(object sender, PipelineExtensions.LevelEvent.GenerateEnemies e) { _chopperGenerator.GenerateChoppers(e.NbEnemies); }
private void _level_OnGenerateEnemies(object sender, LevelEvents.GenerateEnemies e) { _chopperGenerator.GenerateChoppers(e.NbEnemies); }