Exemple #1
0
        public void Reset()
        {
            foreach (Player player in gameLoopLogic.players)
            {
                player.health            = 3;
                player.score             = 0;
                player.input.controlType = ControlType.GamePlay;
                player.inputAction       = InputAction.None;
                if (player.playerIndex == PlayerIndex.Two)
                {
                    player.AI = false;
                }
            }
            gameLoopLogic.fireballImpacts.Clear();
            loopCounter      = 0;
            currentGameState = GameStates.MultiPlayer;
            gameClock.ResetClock(currentGameState);
            gameLoopLogic.playerWin.currentFrame = 0;
            foreach (WallSegment brick in gameLoopLogic.bricks)
            {
                brick.Reset();
                brick.brick.currentFrame = 0;
            }
            active = true;

            gameLoopLogic.projectiles.Clear();
        }
Exemple #2
0
        public void Reset()
        {
            foreach (Player player in gameLoopLogic.players)
            {
                player.health            = 3;
                player.score             = 0;
                player.input.controlType = ControlType.GamePlay;
                player.inputAction       = InputAction.None;
                player.tiredWizardCloud  = false;
                if (player.playerIndex == PlayerIndex.Two)
                {
                    player.AI = true;
                }
            }
            gameLoopLogic.players[0].ResetPlayers(PlayerIndex.One, playerOneChoice);
            gameLoopLogic.players[1].ResetPlayers(PlayerIndex.Two, playerTwoChoice);
            gameLoopLogic.playerWin.currentFrame = 0;
            loopCounter      = 0;
            currentGameState = GameStates.SinglePlayer;
            gameClock.ResetClock(currentGameState);
            foreach (WallSegment brick in gameLoopLogic.bricks)
            {
                brick.brick.currentFrame = 0;
                brick.Reset();
            }
            active = true;

            gameLoopLogic.projectiles.Clear();
            gameLoopLogic.fireballImpacts.Clear();
        }