private void LoadLevel(int lvl) { switch (lvl) { case (0): player1.isScoring = false; player1.score = 0; player1.ball.Position = new Vector2(320, 720) * ScaleFactor; target1.position = new Vector2(50, 50); player1.isFlicked = false; target1.isAlive = true; target1.isInsideMe = false; target1.isTouchingMe = false; break; case(1): player1.isScoring = false; player1.score = 0; // player1.position = new Vector2(200, 700); player1.ball.Position = new Vector2(400, 50)*ScaleFactor; player1.isFlicked = false; target1.position = new Vector2(50, 600); target1.isAlive = true; target1.isInsideMe = false; target1.isTouchingMe = false; break; case (2): player1.isScoring = false; player1.score = 0; player1.ball.Position = new Vector2(200, 720)*ScaleFactor; target1.position = new Vector2(200, 50); player1.isFlicked = false; target1.isAlive = true; target1.isInsideMe = false; target1.isTouchingMe = false; obz1 = new ObstacleObject(Content.Load<Texture2D>("Sprites/Brick_200x50_Side")); obz1.isAlive = true; obz1.wall = obz1.CreateWall(world, ScaleFactor); obz1.wall.Position = new Vector2(200, 600)*ScaleFactor; break; case (3): player1.isScoring = false; player1.score = 0; player1.ball.Position = new Vector2(10, 400) * ScaleFactor; target1.position = new Vector2(300, 700); player1.isFlicked = false; target1.isAlive = true; target1.isInsideMe = false; target1.isTouchingMe = false; target1.position = new Vector2(300, 500); //world.DestroyBody(obz1.wall); obz2 = new ObstacleObject(Content.Load<Texture2D>("Sprites/Brick_600x150_Up")); obz2.isAlive = true; obz2.wall = obz2.CreateWall(world, ScaleFactor); obz2.wall.Position = new Vector2(200, 400) * ScaleFactor; break; case(4): this.Exit(); break; } }