void Layout() { wyrds = new List <Wyrd>(); GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; int numRows = Mathf.RoundToInt(wordArea.height / letterSize); for (int i = 0; i < currLevel.subWords.Count; i++) { wyrd = new Wyrd(); word = currLevel.subWords[i]; columnWidth = Mathf.Max(columnWidth, word.Length); for (int j = 0; j < word.Length; j++) { c = word[j]; go = Instantiate(prefabLetter) as GameObject; lett = go.GetComponent <Letter>(); lett.c = c; pos = new Vector3(wordArea.x + left + j * letterSize, wordArea.y, 0); pos.y -= (i % numRows) * letterSize; lett.pos = pos; go.transform.localScale = Vector3.one * letterSize; wyrd.Add(lett); } if (showAllWyrds) { wyrd.visible = true; } wyrds.Add(wyrd); if (1 % numRows == numRows - 1) { left += (columnWidth + .5f) * letterSize; } } }
void Layout(){ wyrds = new List<Wyrd> (); GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; int numRows = Mathf.RoundToInt (wordArea.height / letterSize); for (int i=0; i<currLevel.subWords.Count; i++){ wyrd = new Wyrd(); word = currLevel.subWords[i]; columnWidth = Mathf.Max(columnWidth,word.Length); for (int j=0; j<word.Length; j++){ c = word[j]; go = Instantiate(prefabLetter) as GameObject; lett = go.GetComponent<Letter>(); lett.c = c; pos = new Vector3(wordArea.x+left+j*letterSize,wordArea.y,0); pos.y -= (i % numRows) * letterSize; lett.pos = pos; go.transform.localScale = Vector3.one * letterSize; wyrd.Add (lett); } if (showAllWyrds) wyrd.visable = true; wyrds.Add (wyrd); if (i % numRows == numRows - 1){ left += (columnWidth + 0.5f) * letterSize; } } bigLetters = new List<Letter>(); bigLettersActive = new List<Letter> (); for (int i=0; i<currLevel.word.Length; i++) { c = currLevel.word[i]; go = Instantiate (prefabLetter) as GameObject; lett = go.GetComponent<Letter>(); lett.c = c; go.transform.localScale = Vector3.one * bigLetterSize; pos = new Vector3 (0, -100, 0); lett.pos = pos; col = bigColorDim; lett.color = col; lett.visable = true; lett.big = true; bigLetters.Add (lett); } bigLetters = ShuffleLetters (bigLetters); ArrangeBigLetters (); mode = GameMode.inLevel; }
void Layout() { wyrds = new List <Wyrd>(); GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; int numRows = Mathf.RoundToInt(wordArea.height / letterSize); for (int i = 0; i < currLevel.subWords.Count; i++) { wyrd = new Wyrd(); word = currLevel.subWords[i]; columnWidth = Mathf.Max(columnWidth, word.Length); for (int j = 0; j < word.Length; j++) { c = word[j]; go = Instantiate(prefabLetter) as GameObject; go.transform.SetParent(letterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; pos = new Vector3(wordArea.x + left + j * letterSize, wordArea.y); pos.y -= (i % numRows) * letterSize; lett.posImmediate = pos + Vector3.up * (20 + i % numRows); lett.pos = pos; lett.timeStart = Time.time + i * 0.05f; go.transform.localScale = Vector3.one * letterSize; wyrd.Add(lett); } if (showAllWyrds) { wyrd.visible = true; } wyrd.color = wyrdPalette[word.Length - WordList.WORD_LENGTH_MIN]; wyrds.Add(wyrd); if (i % numRows == numRows - 1) { left += (columnWidth + 0.5f) * letterSize; } } bigLetters = new List <Letter>(); bigLettersActive = new List <Letter>(); for (int i = 0; i < currLevel.word.Length; i++) { // This is similar to the process for a normal Letter c = currLevel.word[i]; go = Instantiate(prefabLetter) as GameObject; go.transform.SetParent(bigLetterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; go.transform.localScale = Vector3.one * bigLetterSize; // Set the initial position of the big Letters below screen pos = new Vector3(0, -100, 0); lett.posImmediate = pos; lett.pos = pos; // You'll add more code around this line later lett.timeStart = Time.time + currLevel.subWords.Count * 0.05f; lett.easingCuve = Easing.Sin + "-0.18"; col = bigColorDim; lett.color = col; lett.visible = true; // This is always true for big letters lett.big = true; bigLetters.Add(lett); } // Shuffle the big letters bigLetters = ShuffleLetters(bigLetters); // Arrange them on screen ArrangeBigLetters(); // Set the mode to be in-game mode = GameMode.inLevel; }
void Layout() { // Place the letters for each subword of currLevel on screen wyrds = new List <Wyrd> (); // Declare a lot of variables that will be used in this method GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; // Determine how many rows of Letters will fit on screen int numRows = Mathf.RoundToInt(wordArea.height / letterSize); // Make a Wyrd of each level.subWord for (int i = 0; i < currLevel.subWords.Count; i++) { wyrd = new Wyrd(); word = currLevel.subWords [i]; // if the word is longer than columnWidth, expand it columnWidth = Mathf.Max(columnWidth, word.Length); // Instantiate a PrefabLetter for each letter of the word for (int j = 0; j < word.Length; j++) { c = word [j]; // Grab the jth char of the word go = Instantiate(prefabLetter) as GameObject; lett = go.GetComponent <Letter> (); lett.c = c; // Set the c of the Letter // Position the Letter pos = new Vector3(wordArea.x + left + j * letterSize, wordArea.y, 0); // The % here makes multiple columns line up pos.y -= (i % numRows) * letterSize; lett.position = pos + Vector3.up * (20 + i % numRows); // Then set the pos for it to interpolate to lett.pos = pos; // Increment lett.timeStart to move wyrds at different times lett.timeStart = Time.time + i * 0.05f; lett.pos = pos; go.transform.localScale = Vector3.one * letterSize; wyrd.Add(lett); } if (showAllWyrds) { wyrd.visible = true; // This line is for testing } wyrd.color = wyrdPalette [word.Length - WordList.S.wordLengthMin]; wyrds.Add(wyrd); // If we've gotten to the numRows(th) row, start a new column if (i % numRows == numRows - 1) { left += (columnWidth + 0.5f) * letterSize; } } // Place the big letters // Initialize the List<>s for big Letters bigLetters = new List <Letter>(); bigLettersActive = new List <Letter>(); // Create a big Letter for each letter in the target word for (int i = 0; i < currLevel.word.Length; i++) { // This is similar to the process for a normal Letter c = currLevel.word[i]; go = Instantiate(prefabLetter) as GameObject; lett = go.GetComponent <Letter>(); lett.c = c; go.transform.localScale = Vector3.one * bigLetterSize; // Set the initial position of the big Letters below screen pos = new Vector3(0, -100, 0); lett.pos = pos; // Increment lett.timeStart to have big Letters come in last lett.timeStart = Time.time + currLevel.subWords.Count * 0.05f; lett.easingCurve = Easing.Sin + "-0.18"; // Bouncy easing col = bigColorDim; lett.color = col; lett.visible = true; // This is always true for lett.big = true; bigLetters.Add(lett); } // Shuffle the big letters bigLetters = ShuffleLetters(bigLetters); // Arrange them on screen ArrangeBigLetters(); // Set the mode to be in-game mode = GameMode.inLevel; }
void Layout() { wyrds = new List <Wyrd>(); GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; int numRows = Mathf.RoundToInt(wordArea.height / letterSize); // Make a Wyrd of each level.subWord for (int i = 0; i < currLevel.subWords.Count; i++) { wyrd = new Wyrd(); word = currLevel.subWords[i]; // if the word is longer than columnWidth, expand it columnWidth = Mathf.Max(columnWidth, word.Length); // Instantiate a PrefabLetter for each letter of the word for (int j = 0; j < word.Length; j++) { c = word[j]; // Grab the jth char of the word go = Instantiate <GameObject>(prefabLetter); go.transform.SetParent(letterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; // Set the c of the Letter // Position the Letter pos = new Vector3(wordArea.x + left + j * letterSize, wordArea.y, 0); // The % here makes multiple columns line up pos.y -= (i % numRows) * letterSize; lett.pos = pos; // You'll add more code around this line later go.transform.localScale = Vector3.one * letterSize; wyrd.Add(lett); } if (showAllWyrds) { wyrd.visible = true; } wyrds.Add(wyrd); // If we've gotten to the numRows(th) row, start a new column if (i % numRows == numRows - 1) { left += (columnWidth + 0.5f) * letterSize; } } bigLetters = new List <Letter>(); bigLettersActive = new List <Letter>(); for (int i = 0; i < currLevel.word.Length; i++) { c = currLevel.word[i]; go = Instantiate <GameObject>(prefabLetter); go.transform.SetParent(bigLetterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; go.transform.localScale = Vector3.one * bigLetterSize; // Set the initial position of the big Letters below screen pos = new Vector3(0, -100, 0); lett.pos = pos; // You'll add more code around this line later col = bigColorDim; lett.color = col; lett.visible = true; // This is always true for big letters lett.big = true; bigLetters.Add(lett); } bigLetters = ShuffleLetters(bigLetters); // Arrange them on screen ArrangeBigLetters(); // Set the mode to be in-game mode = GameMode.inLevel; }
void Layout() { wyrds = new List <Wyrd>(); GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; int numRows = Mathf.RoundToInt(wordArea.height / letterSize); for (int i = 0; i < currLevel.subWords.Count; i++) { word = currLevel.subWords[i]; wyrd = new Wyrd(); columnWidth = Mathf.Max(columnWidth, word.Length); for (int j = 0; j < word.Length; j++) { c = word[j]; go = Instantiate <GameObject>(prefabLetter); go.transform.SetParent(letterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; pos = new Vector3(wordArea.x + left + j * letterSize, wordArea.y, 0); pos.y -= (i % numRows) * letterSize; lett.posImmediate = pos + Vector3.up * (20 + i % numRows); lett.pos = pos; lett.timeStart = Time.time + i * 0.05f; go.transform.localScale = Vector3.one * letterSize; wyrd.Add(lett); } if (showAllWyrds) { wyrd.visible = true; } wyrd.Color = wyrdPalette[word.Length - WordList.WORD_LENGTH_MIN]; wyrds.Add(wyrd); if (i % numRows == numRows - 1) { left += (columnWidth + .5f) * letterSize; } } levelThreshold = wyrds.Count > 1 ? wyrds.Count * 2 : 1; bigLetters = new List <Letter>(); bigLettersActive = new List <Letter>(); for (int i = 0; i < currLevel.word.Length; i++) { c = currLevel.word[i]; go = Instantiate <GameObject>(prefabLetter); go.transform.SetParent(bigLetterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; go.transform.localScale = Vector3.one * bigLetterSize; pos = new Vector3(0, -100, -0); lett.posImmediate = pos; lett.pos = pos; lett.timeStart = Time.time + currLevel.subWords.Count * 0.05f; lett.easingCuve = Easing.Sin + "-0.18"; col = bigColorDim; lett.color = col; lett.visible = true; lett.big = true; bigLetters.Add(lett); } bigLetters = ShuffleLetters(bigLetters); ArrangeBigLetters(); mode = GameMode.inLevel; }
}//end of SubWordSearchComplete() void Layout() { wyrds = new List<Wyrd>(); GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; int numRows = Mathf.RoundToInt(wordArea.height/letterSize); for (int i=0; i<currLevel.subWords.Count; i++) { wyrd = new Wyrd(); word = currLevel.subWords[i]; columnWidth = Mathf.Max( columnWidth, word.Length ); for (int j=0; j<word.Length; j++) { c = word[j]; go = Instantiate(prefabLetter) as GameObject; lett = go.GetComponent<Letter>(); lett.c = c; pos = new Vector3(wordArea.x+left+j*letterSize, wordArea.y, 0); lett.timeStart = Time.time + i*0.05f; pos.y -= (i%numRows)*letterSize; lett.position = pos+Vector3.up*(20+i%numRows); lett.pos = pos; lett.timeStart = Time.time + i*0.05f; go.transform.localScale = Vector3.one*letterSize; wyrd.Add(lett); }//end of for j loop if (showAllWyrds) wyrd.visible = true; wyrd.color = wyrdPalette[word.Length-WordList.S.wordLengthMin]; wyrds.Add(wyrd); if (i%numRows == numRows-1) left += (columnWidth+0.5f)*letterSize; }//end of for i loop bigLetters = new List<Letter>(); bigLettersActive = new List<Letter>(); for (int i=0; i<currLevel.word.Length; i++) { c = currLevel.word[i]; go = Instantiate(prefabLetter) as GameObject; lett = go.GetComponent<Letter>(); lett.c = c; go.transform.localScale = Vector3.one*bigLetterSize; pos = new Vector3( 0, -100, 0 ); lett.position = pos; lett.timeStart = Time.time + currLevel.subWords.Count*0.05f; lett.easingCurve = Easing.Sin+"-0.18"; col = bigColorDim; lett.color = col; lett.visible = true; lett.big = true; bigLetters.Add(lett); }//end of for loop bigLetters = ShuffleLetters(bigLetters); ArrangeBigLetters(); mode = GameMode.inLevel; }//end of Layout()
void Layout() { // Распологаем буквы каждого подходящего слова на экран wyrds = new List <Wyrd>(); // Объявляем много переменных которые будут использованны в этом методе GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; // Считаем как много строчек из букв вместится на экране int numRows = Mathf.RoundToInt(wordArea.height / letterSize); // Создаём Wyrd для каждого подходящего слова в level.subWords for (int i = 0; i < currLevel.subWords.Count; i++) { wyrd = new Wyrd(); word = currLevel.subWords[i]; // Если слово длиннее чем columnWidth, расширяем его columnWidth = Mathf.Max(columnWidth, word.Length); // Создаёт префаб буквы для каждой буквы в этом слове for (int j = 0; j < word.Length; j++) { c = word[j]; // Выбираем букву в слове go = Instantiate(prefabLetter) as GameObject; lett = go.GetComponent <Letter>(); lett.c = c; // Задаём отображаемую букву // Ставим букву pos = new Vector3(wordArea.x + left + j * letterSize, wordArea.y, 0); // % Выстраивает несколько столбцов в линию pos.y -= (i % numRows) * letterSize; // Двигаем букву сразу в позицию над экраном lett.position = pos + Vector3.up * (20 + i % numRows); // Задаём позицию для перехода lett.pos = pos; // Увеличиваем lett.timeStart чтобы двигать слова в разное время lett.timeStart = Time.time + i * 0.05f; go.transform.localScale = Vector3.one * letterSize; wyrd.Add(lett); // Добавляем сразу и в слово и в список Wyrd } if (showAllWyrds) { wyrd.visible = true; // Эта линия для тестирования } // Раскрашиваем слово в зависимости от длинны wyrd.color = wyrdPalette[word.Length - WordList.S.wordLengthMin]; wyrds.Add(wyrd); // Если мы уже достигли нужного кол-ва строчек, начинаем новый столбец if (i % numRows == numRows - 1) { left += (columnWidth + 0.5f) * letterSize; } } // Распологаем большие буквы // Создаём для них списки bigLetters = new List <Letter>(); bigLettersActive = new List <Letter>(); // Создаём большую букву для каждой буквы в целевом слове for (int i = 0; i < currLevel.word.Length; i++) { // Похоже на процесс с обычными буквами c = currLevel.word[i]; go = Instantiate(prefabLetter) as GameObject; lett = go.GetComponent <Letter>(); lett.c = c; go.transform.localScale = Vector3.one * bigLetterSize; // Начальная позиция под экраном lett.position = new Vector3(0, -100, 0); pos = new Vector3(0, -100, 0); lett.pos = pos; // Повышаем lett.timeStart чтобы большие буквы пришли последними lett.timeStart = Time.time + currLevel.subWords.Count * 0.05f; lett.easingCurve = Easing.Sin + "-0.18"; // Качающее смягчение col = bigColorDim; lett.color = col; lett.visible = true; // Всегда правда для больших букв lett.big = true; bigLetters.Add(lett); } // Мешаем большие буквы bigLetters = ShuffleLetters(bigLetters); // Распологаем их на экране ArrangeBigLetters(); // Задаём статус как "в игре" mode = GameMode.inLevel; }
void Layout() { wyrds = new List <Wyrd>(); GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; int numRows = Mathf.RoundToInt(wordArea.height / letterSize); for (int i = 0; i < currLevel.subWords.Count; i++) { wyrd = new Wyrd(); word = currLevel.subWords[i]; columnWidth = Mathf.Max(columnWidth, word.Length); for (int j = 0; j < word.Length; j++) { c = word[j]; go = Instantiate <GameObject>(prefabLetter); go.transform.SetParent(letterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; pos = new Vector3(wordArea.x + left + j * letterSize, wordArea.y, 0); pos.y -= (i % numRows) * letterSize; // Move the lett immediately to a position above the screen lett.posImmediate = pos + Vector3.up * (20 + i % numRows); // Then set the pos for it to interpolate to lett.pos = pos; // Increment lett.timeStart to move wyrds at different times lett.timeStart = Time.time + i * 0.05f; go.transform.localScale = Vector3.one * letterSize; wyrd.Add(lett); } if (showAllWyrds) { wyrd.visible = true; } // Color the wyrd based on length wyrd.color = wyrdPalette[word.Length - WordList.S.wordLengthMin]; wyrds.Add(wyrd); if (i % numRows == numRows - 1) { left += (columnWidth + 0.5f) * letterSize; } } bigLetters = new List <Letter>(); bigLettersActive = new List <Letter>(); for (int i = 0; i < currLevel.word.Length; i++) { c = currLevel.word[i]; go = Instantiate <GameObject>(prefabLetter); go.transform.SetParent(bigLetterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; go.transform.localScale = Vector3.one * bigLetterSize; pos = new Vector3(0, -100, 0); lett.posImmediate = pos; lett.pos = pos; // Increment lett.timeStart to have big Letters come in last lett.timeStart = Time.time + currLevel.subWords.Count * 0.05f; lett.easingCurve = Easing.Sin + "-0.18"; // Bouncy easing col = bigColorDim; lett.color = col; lett.visible = true; lett.big = true; bigLetters.Add(lett); } bigLetters = ShuffleLetters(bigLetters); ArrangeBigLetters(); mode = GameMode.inLevel; }
void Layout() { //place the letters for each subword of currLevel on screen wyrds = new List<Wyrd> (); //declare a lot of variables that will be used in this method GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; //determine how many rows of letters will fit on screen int numRows = Mathf.RoundToInt (wordArea.height / letterSize); //make a Wyrd of each level.subWord for (int i=0; i<currLevel.subWords.Count; i++) { wyrd = new Wyrd (); word = currLevel.subWords [i]; //if the word is longer than columnWidth, expand it columnWidth = Mathf.Max (columnWidth, word.Length); //instantiate a prefabLetter for each letter of the word for (int j=0; j<word.Length; j++) { c = word [j]; //grab the jth char of the word go = Instantiate (prefabLetter) as GameObject; lett = go.GetComponent<Letter> (); lett.c = c; //set the c of the Letter //position the Letter pos = new Vector3 (wordArea.x + left + j * letterSize, wordArea.y, 0); //the modulus here makes multiple columns line up pos.y -= (i % numRows) * letterSize; //move the lett immediately to a position above the screen lett.position = pos+Vector3.up*(20+i%numRows); //then set the pos for it to interpolate to lett.pos = pos; //increment lett.timeStart to move wyrds at different times lett.timeStart = Time.time + i*0.05f; go.transform.localScale = Vector3.one * letterSize; wyrd.Add (lett); } if (showAllWyrds) wyrd.visible = true; //this line is for testing //color the wyrd based on length wyrd.color = wyrdPalette[word.Length-WordList.S.wordLengthMin]; wyrds.Add (wyrd); //if we've gotten to the numRows(th) row, start a new column if (i % numRows == numRows - 1) { left += (columnWidth + 0.5f) * letterSize; } } //place the big letters //initialize the List<>s for big letters bigLetters = new List<Letter> (); bigLettersActive = new List<Letter> (); //create a big letter for each letter in the target word for (int i = 0; i<currLevel.word.Length; i++) { //this is similar to the process for a normal letter c = currLevel.word [i]; go = Instantiate (prefabLetter) as GameObject; lett = go.GetComponent<Letter> (); lett.c = c; go.transform.localScale = Vector3.one * bigLetterSize; //set the initial position of the big letters below screen pos = new Vector3 (0, -100, 0); lett.pos = pos; //added in, to ease up from the bottom of the screen lett.position = pos+Vector3.up*(20+i%numRows); //increment lett.timestart to have big letters come in last lett.timeStart = Time.time + currLevel.subWords.Count*0.05f; lett.easingCurve = Easing.Sin+"-0.18"; //bouncy easing col = bigColorDim; lett.color = col; lett.visible = true; lett.big = true; bigLetters.Add (lett); } //shuffle the big Letters bigLetters = ShuffleLetters (bigLetters); //arrange them on screen ArrangeBigLetters (); //set the mode to be in-game mode = GameMode.inLevel; }
void Layout() { wyrds = new List <Wyrd>(); GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; int numRows = Mathf.RoundToInt(wordArea.height / letterSize); //make a Wyrd of each level.subWord for (int i = 0; i < currLevel.subWords.Count; i++) { wyrd = new Wyrd(); word = currLevel.subWords[i]; columnWidth = Mathf.Max(columnWidth, word.Length); for (int j = 0; j < word.Length; j++) { c = word[j]; go = Instantiate <GameObject>(prefabLetter); go.transform.SetParent(letterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; pos = new Vector3(wordArea.x + left + j * letterSize, wordArea.y, 0); pos.y -= (i % numRows) * letterSize; lett.posImmediate = pos + Vector3.up * (20 + i % numRows); lett.pos = pos; //add more to this line later lett.timeStart = Time.time + i * .05f; go.transform.localScale = Vector3.one * letterSize; wyrd.Add(lett); } if (showAllWyrds) { wyrd.visible = true; } wyrd.color = wyrdPalette[word.Length - WordList.WORD_LENGTH_MIN]; wyrds.Add(wyrd); //adds new collumn if previous one is maxed if (i % numRows == numRows - 1) { left += (columnWidth + .5f) * letterSize; } } bigLetters = new List <Letter>(); bigLettersActive = new List <Letter>(); //create a big letter for each letter in big word for (int i = 0; i < currLevel.word.Length; i++) { c = currLevel.word[i]; go = Instantiate <GameObject>(prefabLetter); go.transform.SetParent(bigLetterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; go.transform.localScale = Vector3.one * bigLetterSize; //set initial position of big letters below the screen pos = new Vector3(0, -100, 0); lett.posImmediate = pos; lett.pos = pos; //will add code here later lett.timeStart = Time.time + currLevel.subWords.Count * .05f; lett.easingCurve = Easing.Sin + "-0.18"; col = bigColorDim; lett.color = col; lett.visible = true; lett.big = true; bigLetters.Add(lett); } //shuffle letters bigLetters = ShuffleLetters(bigLetters); //arrange onto screen ArrangeBigLetters(); mode = GameMode.inLevel; }