/// <summary> /// Activated when player finished the level. /// </summary> /// <param name="sender"> The sender.</param> /// <param name="e"> The event arguments.</param> private void OnFinished(object sender, EventArgs e) { MediaPlayer.Stop(); Player.OnPeace(); _endTimer.Enable(); _time.Disable(); }
/// <summary> /// Function to be called when timer is completed. /// </summary> private void OnIntroPhaseTimerElapsed() { // Disable the timer. _introPhaseTimer.Disable(); // Activate MainMenu scene. Game.SceneActivator.ActivateScene(new MainMenuScene(Game)); }
/// <summary> /// Function to be called when timer is completed. /// </summary> private void OnTimerElapsed() { // Disable the timer. _durationTimer.Disable(); // Activate MainMenu scene. Game.SceneActivator.ActivateScene(new MainMenuScene(Game)); }
/// <summary> /// Let the player flicker. /// </summary> private void Flicker() { float maxFlickers = 16; _timesFlickered++; Sprite.Visible = (_timesFlickered % 2 == 0); _flickerTimer.Enable(); if (_timesFlickered >= maxFlickers) { _flickerTimer.Disable(); _timesFlickered = 0; Invulnerable = false; Solid = true; } }