/// <summary> /// Reset ball and paddle after losing a live /// </summary> public void Reset() { Player.CurrentCombo = 0; Paddle = ModelFactory.CreatePaddle(); Balls = ModelFactory.CreateBall(); PowerUps.Clear(); }
// retornar o jogo para as condições iniciais private void Reset() { State = GameState.Menu; Levels.Clear(); UpdatePowerUps(100000f); PowerUps.Clear(); PostProcessor.Chaos = false; PostProcessor.Confuse = false; Balls.Clear(); Init(); }
// retornar o jogador, powerups, efeitos e bolas para o estado inicial // mas sem alterar o estado do nível atual private void ResetPlayer() { UpdatePowerUps(100000); PostProcessor.Chaos = false; PostProcessor.Confuse = false; PowerUps.Clear(); Player.Position = new Vector2((Width / 2) - (PLAYER_SIZE.X / 2), Height - PLAYER_SIZE.Y - 84f); Player.Size = PLAYER_SIZE; Player.Color = new Vector3(1); Ball.Reset(Player.Position + new Vector2((Player.Size.X / 2) - BALL_RADIUS, -BALL_RADIUS * 2f), new Vector2(GetRandomBallSpeed(), Difficulty.BallUpSpeed)); Ball.Size = new Vector2(2f * BALL_RADIUS); }