private void StartGame() { Cursor.Hide(); GameOver = false; MainMenu = false; MainMenuOpening = false; LevelFinished = false; Score = 0; Life = 3; Level = 1; ScoreOnBoard = 0; line = new DXLine(400f, 640f); walls = new List <DXWall>(); walls.Add(new DXWall(WallType.Vertical, 48f, 120f)); walls.Add(new DXWall(WallType.Vertical, 896f, 120f)); walls.Add(new DXWall(WallType.Horizontal, 48f, 104f)); balls = new List <Ball>(); Ball b = new Ball(0f, 0f); b.BrokeBox += b_BrokeBox; b.TouchLine += b_TouchLine; b.SetDeterminateVelocity(15f, 0.25f, -Math.PI * 0.75); b.MaxVelocity = 30f; balls.Add(b); boxes = DXLevels.OpenLevel(Level); LoadAnimations(); balls[0].AddRectangleOfLine(line); balls[0].AddRectanglesOfWalls(walls); balls[0].Boxes = boxes; }
private void NextLevel() { LevelFinished = false; GameOver = false; MainMenu = false; MainMenuOpening = false; Level++; balls[0].AtStartPosition = true; balls[0].ToStartPosition(); balls[0].SetDeterminateVelocity(15f + (0.5f * Level), 0.25f, -Math.PI * 0.75); balls[0].MaxVelocity = 30f + (0.5f * Level); boxes = DXLevels.OpenLevel(Level); balls[0].Boxes = boxes; }
/// <summary> /// Starts the game. /// </summary> private void StartGame() { countdown = 105; GameOver = false; MainMenu = false; MainMenuOpening = false; LevelFinished = false; Score = 0; Life = 3; Level = 1; ScoreOnBoard = 0; line = new DXLine(400f, 707f); walls = new List <DXWall>(); walls.Add(new DXWall(WallType.Vertical, 48f, 120f)); walls.Add(new DXWall(WallType.Vertical, 896f, 120f)); walls.Add(new DXWall(WallType.Horizontal, 48f, 104f)); balls = new List <Ball>(); Ball b = new Ball(0f, 0f); b.BrokeBox += b_BrokeBox; b.TouchLine += b_TouchLine; b.SetDeterminateVelocity(15f, 0.25f, -Math.PI * 0.75); b.MaxVelocity = 30f; balls.Add(b); backGround = new BackgroundPage(); boxes = DXLevels.OpenLevel(Level); colls = DXCollectables.OpenCollectables(Level); foreach (Collectables c in colls) { c.AddLine(line); } LoadAnimations(); balls[0].AddRectangleOfLine(line); balls[0].AddRectanglesOfWalls(walls); balls[0].Boxes = boxes; balls[0].Collectables = colls; }
/// <summary> /// Nexts the level. /// </summary> private void NextLevel() { countdown = 105; LevelFinished = false; GameOver = false; MainMenu = false; MainMenuOpening = false; Level++; balls[0].AtStartPosition = true; balls[0].ToStartPosition(); balls[0].SetDeterminateVelocity(15f + (0.5f * Level), 0.25f, -Math.PI * 0.75); balls[0].MaxVelocity = 30f + (0.5f * Level); boxes = DXLevels.OpenLevel(Level); colls = DXCollectables.OpenCollectables(Level); balls[0].Boxes = boxes; balls[0].Collectables = colls; foreach (Collectables c in colls) { c.AddLine(line); } }