/// <summary> /// /// </summary> /// <param name="pLevel"></param> void Level_EndLevel(Level pLevel) { if (mCurrentLevelIdx < mLevels.Count - 1) { mCurrentLevelIdx++; mCurrentLevel = mLevels[mCurrentLevelIdx]; mVaus.VausState = eVausState.Normal; } else { this.Exit(); } }
/// <summary> /// /// </summary> private void StartNewGame() { mVaus.mLivesRemaining = 3; mVaus.VausState = eVausState.Normal; mCurrentLevelIdx = 0; mCurrentLevel = mLevels[0]; // Reset All Levels foreach (Level lev in mLevels) { lev.Reset(true); } mGameState = eGameState.Running; SoundEffectInstance returnValue = Sound.Sound.Play(eSounds.NewLevel); }