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--; } }