Esempio n. 1
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 void Levelwin()
 {
     Terminal.ClearScreen();
     currentscreen = screen.winscreen;
     Levelreward();
     Terminal.WriteLine(menuhint);
 }
Esempio n. 2
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 void askforpassword()
 {
     currentscreen = screen.password;
     Terminal.ClearScreen();
     setrandompassword();
     Terminal.WriteLine("enter your password, hint:" + password.Anagram());
 }
Esempio n. 3
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 private void drawReadyScreen()
 {
     playSound(readySound);
     lblTitle.Text        = "Question " + questions[questionIndex].questionNumber.ToString();
     lblMainBoxLabel.Text = "Ready?";
     lblPoints.Text       = questions[questionIndex].points.ToString();
     lblSeconds.Text      = questions[questionIndex].time.ToString();
     hideMarks();
     lockKeyboard();
     foreach (Team team in this.teams)
     {
         highlightTeam(team, false);
     }
     try
     {
         this.BackgroundImage = Image.FromFile("Resources\\Ready.png");
     }
     catch (Exception) { };
     screenShowing = screen.ready;
     lblTitle.Hide();
     lblPoints.Hide();
     lblPointsLabel.Hide();
     lblSeconds.Hide();
     lblSecondsLabel.Hide();
 }
Esempio n. 4
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    public void Change(screen _screen)
    {
        if (currentScreen == _screen)
        {
            return;
        }

        ScreenObject obj = Screens.Find(x => x.sceen == _screen);

        if (obj != null)
        {
            foreach (var i in Screens)
            {
                foreach (var j in i.objects)
                {
                    j.SetActive(false);
                }
            }

            currentScreen = _screen;

            foreach (var i in obj.objects)
            {
                i.SetActive(true);
            }
        }
    }
Esempio n. 5
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        public ChatScreen(string info)
        {
            InitializeComponent();
            screen chatscreen = new screen(info);

            panel1.Controls.Add(chatscreen);
        }
Esempio n. 6
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 void startgame()
 {
     currentscreen = screen.password;
     Terminal.ClearScreen();
     Terminal.WriteLine("you have chosen level:" + level);
     askpassword();
 }
Esempio n. 7
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 public chatbox2(string username, string contact, screen parent)
 {
     InitializeComponent();
     this.username = username;
     this.contact  = contact;
     this.parent   = parent;
 }
Esempio n. 8
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 void DisplayFailScreen()
 {
     currentScreen = screen.Caught;
     Terminal.ClearScreen();
     Terminal.WriteLine("Unauthorized Access Attempts Detected!");
     Terminal.WriteLine("The authorities have been alerted!!!!!!");
     Terminal.WriteLine("Tracing has begun... CUT TAIL AND RUN!!");
 }
Esempio n. 9
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 void DisplayWinScreen()
 {
     currentScreen = screen.Win;
     Terminal.ClearScreen();
     Terminal.WriteLine("Connected to the " + levelNames[(level - 1)]);
     ShowLevelReward();
     Terminal.WriteLine(exitHint);
 }
Esempio n. 10
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 void AskForPassword(int attemptsLeft)
 {
     currentScreen = screen.Password;
     Terminal.ClearScreen();
     Terminal.WriteLine(attemptsLeft + " Attept(s) left to access " + levelNames[(level - 1)]);
     Terminal.WriteLine("enter password, hint: " + password.Anagram());
     Terminal.WriteLine(exitHint);
 }
    // Start is called before the first frame update
    void Start()
    {
        currentScreen = screen.Title;
        titlePanel.SetActive(true);
        menuPanel.SetActive(false);

        currentMenuChoice = menuChoices.saveFileOne;
    }
Esempio n. 12
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    void ShowGuessingScreen()
    {
        CurrentScreen = screen.Guessing;

        Terminal.ClearScreen();
        Terminal.WriteLine("You can get back to menu any time\nby tiping: menu");
        Terminal.WriteLine("Your hint is: " + Password.Anagram());
        Terminal.WriteLine("Enter Password:");
    }
Esempio n. 13
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        internal unsafe bool IsFullScreen_(out screen scrn)
        {
            scrn = default;
            if (Is0)
            {
                return(false);
            }

            //is client rect equal to window rect (no border)?
            RECT r, rc, rm;

            r = Rect;             //fast
            int cx = r.right - r.left, cy = r.bottom - r.top;

            if (cx < 400 || cy < 300)
            {
                return(false);           //too small
            }
            rc = ClientRect;             //fast
            if (rc.right != cx || rc.bottom != cy)
            {
                if (cx - rc.right > 2 || cy - rc.bottom > 2)
                {
                    return(false);                                                         //some windows have 1-pixel border
                }
            }

            //covers whole screen rect?
            scrn = screen.of(this, SODefault.Zero); if (scrn.IsEmpty)
            {
                return(false);
            }
            rm = scrn.Rect;

            if (r.left > rm.left || r.top > rm.top || r.right < rm.right || r.bottom < rm.bottom - 1)
            {
                return(false);                                                                                                  //info: -1 for inactive Chrome
            }
            //is it desktop?
            if (IsOfShellThread_)
            {
                return(false);
            }
            if (this == getwnd.root)
            {
                return(false);
            }

            return(true);

            //This is the best way to test for fullscreen (FS) window. Fast.
            //Window and client rect was equal of almost all my tested FS windows. Except Winamp visualization.
            //Most FS windows are same size as screen, but some slightly bigger.
            //Don't look at window styles. For some FS windows they are not as should be.
            //Returns false if the active window is owned by a fullscreen window. This is different than appbar API interprets it. It's OK for our purposes.
        }
Esempio n. 14
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    void Startgame()
    {
        Terminal.ClearScreen();

        currentscreen = screen.password;
        setrandompassword();

        Terminal.WriteLine("Please enter the password,Hint: " + password.Anagram());
        Terminal.WriteLine(menuhint);
    }
Esempio n. 15
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    void ShowMainMenuScreen(string Greeting)
    {
        CurrentScreen = screen.MainMenu;

        Terminal.ClearScreen();
        Terminal.WriteLine(Greeting + "\nChoose a place where to hack:");
        Terminal.WriteLine("Press 1 for McDonalds");
        Terminal.WriteLine("Press 2 for Sony");
        Terminal.WriteLine("Press 3 for White house office");
        Terminal.WriteLine("Enter your selection:");
    }
Esempio n. 16
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 void ShowMainMenu(string tagline)
 {
     currentScreen = screen.MainMenu;
     Terminal.ClearScreen();
     Terminal.WriteLine(tagline);
     Terminal.WriteLine("\nBeware, using this program is illegal  in 48 states!");
     Terminal.WriteLine("Select from Access Menu:");
     Terminal.WriteLine("1- The Kitchen");
     Terminal.WriteLine("2- The Sound System");
     Terminal.WriteLine("3- The Smart-Home Core System");
 }
Esempio n. 17
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 void Showmainmenu()
 {
     currentscreen = screen.mainmenu;
     Terminal.ClearScreen();
     Terminal.WriteLine("Welcome to the game of hacking!! ");
     Terminal.WriteLine("press 1 to hack Real Madrid");
     Terminal.WriteLine("press 2 to hack ISRO");
     Terminal.WriteLine("press 3 to hack KIAL");
     Terminal.WriteLine("");
     Terminal.WriteLine("Enter Your Choice");
 }
Esempio n. 18
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    void ShowMainMenu()
    {
        currentscreen = screen.mainmenu;
        Terminal.ClearScreen();


        Terminal.WriteLine("What would you like to hack into?");
        Terminal.WriteLine("Press 1 for the local library");
        Terminal.WriteLine("Press 2 for the local police station");
        Terminal.WriteLine("you can type menu to return back to the main menu at any point in the game");
        Terminal.WriteLine("Enter your selection:");
    }
Esempio n. 19
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 private void drawAnswerScreen()
 {
     lblTitle.Text        = "Answer " + questions[questionIndex].questionNumber.ToString();
     lblMainBoxLabel.Text = questions[questionIndex].strAnswer;
     hideMarks();
     screenShowing = screen.answer;
     lockKeyboard();
     lblTitle.Show();
     lblPoints.Show();
     lblPointsLabel.Show();
     lblSeconds.Show();
     lblSecondsLabel.Show();
 }
Esempio n. 20
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    void ShowWinScreen()
    {
        CurrentScreen = screen.Win;

        Terminal.ClearScreen();
        switch (Level)
        {
        case 1:
            Terminal.WriteLine("Access granted! Good job fat boy!");
            //Ascii art from external sorce: http://www.qqpr.com/ascii-art-food-2.html

            Terminal.WriteLine(@"                       \\|\|//||///
        _..----.._      |\/\||//||||
     .'     o    '.     |||\\|/\\ ||
    /   o       o  \    | './\_/.' |
   |o        o     o|   | .:.  .:. |
   /'-.._o     __.-'\   | :  ::  : |
   \      `````     /   | :  ''  : |
   |``--........--'`|    '.______.'
    \              /
    `'----------'`");
            break;

        case 2:
            //Ascii art from external sorce: http://ascii.co.uk/art/playstation
            Terminal.WriteLine(@"Access granted! Enjoy your game ;)
               _____________________
              |      |,`    `.|     | 
              |     /   SONY  \     |
              | O _ \   />    /   _ |   ______
              |   _(_)'.____.'(_)_  |  (°)__(°)
              [_____ |[=]__[=] | ___]  //    \\");
            break;

        case 3:
            Terminal.WriteLine("Access granted! Wanna build that wall?");
            //Ascii art from external sorce: https://www.oocities.org/spunk1111/july4.htm
            Terminal.WriteLine(@"
9::::=======
|::::=======
|===========
|===========
|
                ");
            break;

        default:
            Debug.LogError("Something went wrong in ShowWinScreen() ");
            break;
        }
    }
Esempio n. 21
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 private void drawErrorScreen()
 {
     lblTitle.Text        = "Error";
     lblMainBoxLabel.Text = "Error Reading Questions File";
     lblPoints.Text       = "---";
     lblSeconds.Text      = "--";
     screenShowing        = screen.error;
     lockKeyboard();
     lblTitle.Show();
     lblPoints.Show();
     lblPointsLabel.Show();
     lblSeconds.Show();
     lblSecondsLabel.Show();
 }
Esempio n. 22
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        public void prepNewTerrain(screen scr = screen.LEVEL1)
        {
            Random random = new Random();

            stop      = false;
            curScreen = scr;
            lines.Clear();
            vertexList.Clear();
            indexList.Clear();
            polygonPoints.Clear();
            vertexTri           = new VertexPositionColor[] { };
            indexTri            = new int[] { };
            transitionTime      = 0;
            landingZone1.point1 = new Point();
            landingZone1.point2 = new Point();
            landingZone2.point1 = new Point();
            landingZone2.point2 = new Point();
            lander               = new Lander();
            lander.position      = new Vector2(random.Next((int)(screenWidth * 0.15), (int)(screenWidth * 0.85)), (float)(screenHeight * 0.1));
            lander.velocity      = 0;
            lander.fuel          = scr == screen.LEVEL1 ? 100 : 50;
            lander.angle         = (float)random.Next(0, 6);
            winner               = false;
            crashed              = false;
            gravitationalForce   = 0;
            horizontalMomentum   = 0;
            lastIteration        = DateTime.Now;
            particleEmitterSmoke = new ParticleEmitter(
                Content,
                new TimeSpan(0, 0, 0, 0, 2),
                (int)lander.position.X,
                (int)lander.position.Y,
                20,
                200,
                new TimeSpan(0, 0, 2),
                new TimeSpan(0, 0, 0, 3000));
            particleEmitterFire = new ParticleEmitter(
                Content,
                new TimeSpan(0, 0, 0, 0, 10),
                (int)lander.position.X,
                (int)lander.position.Y,
                40,
                300,
                new TimeSpan(0, 0, 0, 0, 1000),
                new TimeSpan(0, 0, 0, 0, 800));
        }
Esempio n. 23
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 void Awake()
 {
     InitDic();
     s = new Stack <screen>();
     MainGame.SetActive(false);
     curr = screen.Login;
     if (listen == null)
     {
         listen = new Listener();
     }
     UiObjects["Main_Menu"].SetActive(false);
     UiObjects["Loading"].SetActive(false);
     UiObjects["Menu_Multi"].SetActive(false);
     UiObjects["Menu_Single"].SetActive(false);
     UiObjects["Options"].SetActive(false);
     UiObjects["Stud_Menu"].SetActive(false);
 }
    void TransitionScreen(screen newScreen)
    {
        if (newScreen == screen.Menu)
        {
            titlePanel.SetActive(false);
            menuPanel.SetActive(true);
            currentMenuChoice = menuChoices.saveFileOne;
        }

        if (newScreen == screen.Title)
        {
            titlePanel.SetActive(true);
            menuPanel.SetActive(false);
        }

        currentScreen = newScreen;
    }
Esempio n. 25
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    public void MakeSpriteOuttaVertices(Vector2[] vertices)
    {
        //v = vertices;

        width  = Screen.width / divider;
        height = Screen.height / divider;

        print(width);
        print(height);

        float camSize = Camera.main.orthographicSize;

        screen theScreen = new screen(width, height);

        // Create a new 2x2 texture ARGB32 (32 bit with alpha) and no mipmaps
        Texture2D texture = new Texture2D(width, height, TextureFormat.ARGB32, false);

        // set the pixel values
        for (int i = 0; i < height; i++)
        {
            for (int j = 0; j < width; j++)
            {
                if (checkPoint(vertices, j, i))
                {
                    theScreen.setColor(j, i, Color.white);
                }
                else
                {
                    theScreen.setColor(j, i, Color.clear);
                }
            }
        }

        texture.SetPixels(theScreen.colors);

        // Apply all SetPixel calls
        texture.Apply();


        Sprite s = Sprite.Create(texture, new Rect(0, 0, width, height), new Vector2(0.5f, 0.5f), height / (camSize * 2));

        GetComponent <SpriteMask>().sprite = s;
    }
Esempio n. 26
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 void OnUserInput(string input)
 {
     if (input == "menu")
     {
         currentscreen = screen.mainmenu;
         Showmainmenu();
     }
     else if (input == "exit" || input == "close" || input == "quit")
     {
         Application.Quit();
     }
     else if (currentscreen == screen.mainmenu)
     {
         runmainmenu(input);
     }
     else if (currentscreen == screen.password)
     {
         Checkpassword(input);
     }
 }
Esempio n. 27
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        private void drawEndScreen()
        {
            playSound(gameOverSound);
            screenShowing        = screen.end;
            lblMainBoxLabel.Text = "Game Over";
            hideMarks();
            foreach (Team team in this.teams)
            {
                highlightTeam(team, false);
            }
            var noNulls   = this.teams.Where(x => x != null).Select(x => x);
            var maxPoints = noNulls.Max(x => x.points);
            var winners   = noNulls.Where(x => x.points == maxPoints).Select(x => x);

            if (maxPoints <= 0)
            {
                lblMainBoxLabel.Text += "\n\nNo Winners";
            }
            else
            {
                string winnersString = "";
                int    i             = 0;
                foreach (var team in winners)
                {
                    highlightTeam(team, true);
                    winnersString += (i++ == 0?"":", ") + team.teamName;
                }
                lblMainBoxLabel.Text += "\n\nCongratulations!\n" + winnersString;
            }
            try
            {
                this.BackgroundImage = Image.FromFile("Resources\\GameOver.png");
            }
            catch (Exception) { };
            lockKeyboard();
            lblTitle.Hide();
            lblPoints.Hide();
            lblPointsLabel.Hide();
            lblSeconds.Hide();
            lblSecondsLabel.Hide();
        }
Esempio n. 28
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    void winscreen()
    {
        currentscreen = screen.win;
        Terminal.ClearScreen();
        Terminal.WriteLine(menuhint);
        Terminal.WriteLine("you have hacked into system");
        switch (level)
        {
        case 1:
            Terminal.WriteLine("\n grades changed");
            Terminal.WriteLine(@"
 ________
|   _  + |
|  /_\   |       
| /   \  |
|________|
");
            break;

        case 2:
            Terminal.WriteLine("\n privacy stolen");
            Terminal.WriteLine(@"
   _____  
  | 0 0 |
  \  *  /
   \###/
   HACKED 
");
            break;

        case 3:
            Terminal.WriteLine(" \n immortal power");
            Terminal.WriteLine(@"
 ________________
|________________| . . .   
|   |__(_| 
|___|
");
            break;
        }
    }
Esempio n. 29
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 void OnUserInput(string input)
 {
     if (input == "menu")
     {
         showmenu();
         currentscreen = screen.mainmenu;
     }
     else if (input == "exit")
     {
         Terminal.WriteLine("if in web close the TAB");
         Application.Quit();
     }
     else if (currentscreen == screen.mainmenu)
     {
         runmainmenu(input);
     }
     else if (currentscreen == screen.password)
     {
         checkpassword(input);
     }
 }
Esempio n. 30
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        public Game1()
        {
            polygonPoints                       = new List <Point>();
            collisionPoint                      = new Point();
            keyPressed                          = false;
            winner                              = false;
            stop                                = false;
            emitParticles                       = false;
            themePlaying                        = false;
            crashed                             = false;
            changingKey                         = false;
            lander                              = new Lander();
            lines                               = new List <Point>();
            vertexList                          = new List <VertexPositionColor>();
            indexList                           = new List <int>();
            soundEffects                        = new List <SoundEffect>();
            _graphics                           = new GraphicsDeviceManager(this);
            _graphics.IsFullScreen              = true;
            _graphics.PreferredBackBufferWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            _graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            _graphics.ApplyChanges();
            curScreen             = screen.MAIN;
            Content.RootDirectory = "Content";
            IsMouseVisible        = true;
            s = 0.2;
            landingZoneWidth   = 100;
            gravitationalForce = 0;
            horizontalMomentum = 0;
            screenWidth        = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            screenHeight       = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            random             = new Random();

            LoadKeys();
            LoadScores();
            rotLeft  = KeyConfig[1];
            rotRight = KeyConfig[2];
            thrust   = KeyConfig[0];

            myMenu = new Menu(Content, screenWidth, screenHeight, thrust, rotRight, rotLeft);
        }
Esempio n. 31
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //Main menu
            mainMenu = new SimpleTexture(Content.Load<Texture2D>(@"Images\MenuPictures\MainMenu"),new Rectangle(), Vector2.Zero );
            //Help
            help = new SimpleTexture(Content.Load<Texture2D>(@"Images\MenuPictures\Help"), new Rectangle(), Vector2.Zero);
            //Credits
            credits = new SimpleTexture(Content.Load<Texture2D>(@"Images\MenuPictures\Credits"), new Rectangle(), Vector2.Zero);
            //win
            win = new SimpleTexture(Content.Load<Texture2D>(@"Images\MenuPictures\Win"), new Rectangle(), Vector2.Zero);
            //fail
            fail = new SimpleTexture(Content.Load<Texture2D>(@"Images\MenuPictures\Fail"), new Rectangle(), Vector2.Zero);
            //nextLeve
            nextLevel = new SimpleTexture(Content.Load<Texture2D>(@"Images\MenuPictures\NextLevel"), new Rectangle(), Vector2.Zero);

            //map1
            map1Background = new SimpleTexture(Content.Load<Texture2D>(@"Images\MapBackgrounds\map1"), new Rectangle(), Vector2.Zero);
            //map2
            map2Background = new SimpleTexture(Content.Load<Texture2D>(@"Images\MapBackgrounds\map4"), new Rectangle(), Vector2.Zero);
            //map3
            map3Background = new SimpleTexture(Content.Load<Texture2D>(@"Images\MapBackgrounds\map8"), new Rectangle(), Vector2.Zero);
            //map4
            map4Background = new SimpleTexture(Content.Load<Texture2D>(@"Images\MapBackgrounds\map6"), new Rectangle(), Vector2.Zero);
            //map5
            map5Background = new SimpleTexture(Content.Load<Texture2D>(@"Images\MapBackgrounds\map10"), new Rectangle(), Vector2.Zero);
            //crosshair
            crosshair = new SimpleTexture(Content.Load<Texture2D>(@"Images\Others\Crosshair"), new Rectangle(), new Vector2(800, 520));
            //pause
            pauseBackground = new SimpleTexture(Content.Load<Texture2D>(@"Images\MenuPictures\pauseMenu"), new Rectangle(), Vector2.Zero);

            //arrow

            arrowLevel1 = new Arrow(Content.Load<Texture2D>(@"Images\Others\Arrow"), new Rectangle(), new Vector2(2000, 620), 5f);
            arrowLevel2 = new Arrow(Content.Load<Texture2D>(@"Images\Others\Arrow"), new Rectangle(), new Vector2(2000, 620), 5f);
            arrowLevel3 = new Arrow(Content.Load<Texture2D>(@"Images\Others\Arrow"), new Rectangle(), new Vector2(2000, 620), 5f);
            arrowLevel4 = new Arrow(Content.Load<Texture2D>(@"Images\Others\Arrow"), new Rectangle(), new Vector2(2000, 620), 7f);
            arrowLevel5 = new Arrow(Content.Load<Texture2D>(@"Images\Others\Arrow"), new Rectangle(), new Vector2(2000, 620), 10f);
            //level2
            //bomb

            Level2Bombs[0] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level2Bombs[1] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level2Bombs[2] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);

            //health

            Level2Health[0] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level2Health[1] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level2Health[2] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);

            //level3
            //bomb
            Level3Bombs[0] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level3Bombs[1] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level3Bombs[2] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level3Bombs[3] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            //health
            Level3Health[0] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level3Health[1] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level3Health[2] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level3Health[3] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);

            //level4
            //bomb
            Level4Bombs[0] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level4Bombs[1] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level4Bombs[2] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level4Bombs[3] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            //health
            Level4Health[0] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level4Health[1] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level4Health[2] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level4Health[3] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level4Health[4] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);

            //level5
            //bomb
            Level5Bombs[0] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level5Bombs[1] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level5Bombs[2] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level5Bombs[3] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level5Bombs[4] = new bomb(Content.Load<Texture2D>(@"Images\Others\bomb"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            //health
            Level5Health[0] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level5Health[1] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level5Health[2] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level5Health[3] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);
            Level5Health[4] = new Health(Content.Load<Texture2D>(@"Images\Others\health"), new Rectangle(), new Vector2(random.Next(0, 1280), -100), 3f);

            //baloongs

            //Level1Baloons[0] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Yellow"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0,360)), 3f);
            //Level1Baloons[1] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Red"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            //Level1Baloons[2] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Orange"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            //Level1Baloons[3] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Pink"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            //Level1Baloons[4] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Purple"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);

            Level1Baloons[0] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Yellow"), new Rectangle(), new Vector2(0, random.Next(0, 360)), 3f);
            Level1Baloons[1] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Red"), new Rectangle(), new Vector2(256, random.Next(0, 360)), 3f);
            Level1Baloons[2] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Orange"), new Rectangle(), new Vector2(512, random.Next(0, 360)), 3f);
            Level1Baloons[3] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Pink"), new Rectangle(), new Vector2(768, random.Next(0, 360)), 3f);
            Level1Baloons[4] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Purple"), new Rectangle(), new Vector2(1024, random.Next(0, 360)), 3f);

            Level2Baloons[0] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Purple"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level2Baloons[1] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Pink"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level2Baloons[2] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Red"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level2Baloons[3] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Black"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level2Baloons[4] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Yellow"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level2Baloons[5] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Blue"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level2Baloons[6] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Brown"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level2Baloons[7] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Maroon"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);

            Level3Baloons[0] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Purple"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level3Baloons[1] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Pink"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level3Baloons[2] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Red"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level3Baloons[3] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Black"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level3Baloons[4] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Yellow"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level3Baloons[5] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Blue"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level3Baloons[6] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Brown"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level3Baloons[7] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Maroon"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level3Baloons[8] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Orange"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level3Baloons[9] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Pink"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);

            //Level4 Death baloons

            Level4DeathBaloons[0] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\One1"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4DeathBaloons[1] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\One"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4DeathBaloons[2] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\One1"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);

            Level4Baloons[0] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Purple"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[1] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Pink"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[2] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Red"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[3] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Black"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[4] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Yellow"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[5] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Blue"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[6] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Brown"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[7] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Maroon"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[8] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Orange"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[9] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Pink"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[10] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Blue"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level4Baloons[11] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Brown"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);

            //Level5 Death baloons

            Level5DeathBaloons[0] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Two"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5DeathBaloons[1] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Two1"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5DeathBaloons[2] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Two"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5DeathBaloons[3] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Two1"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5DeathBaloons[4] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Two"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);

            Level5Baloons[0] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Purple"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[1] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Pink"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[2] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Red"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[3] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Black"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[4] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Yellow"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[5] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Blue"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[6] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Brown"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[7] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Maroon"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[8] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Orange"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[9] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Pink"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[10] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Blue"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[11] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Brown"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[12] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Maroon"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[13] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Orange"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);
            Level5Baloons[14] = new Baloon(Content.Load<Texture2D>(@"Images\Baloons\Pink"), new Rectangle(), new Vector2(random.Next(0, 1280), random.Next(0, 360)), 3f);

            //fonts

            myFont = Content.Load<SpriteFont>(@"Font\myFont");
            myFont1 = Content.Load<SpriteFont>(@"Font\myFont");
            myFont2 = Content.Load<SpriteFont>(@"Font\myFont");
            myFont3 = Content.Load<SpriteFont>(@"Font\myFont");
            myFont4 = Content.Load<SpriteFont>(@"Font\myFont");

            //audio

            audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");

            backgroundMusic = soundBank.GetCue("Background");
            backgroundMusic.Play();

            currentScreen = screen.Mainmenu;
        }
Esempio n. 32
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (currentKeyboardState.IsKeyDown(Keys.Q))
                this.Exit();

            lastKeyboardState = currentKeyboardState;
            currentKeyboardState = Keyboard.GetState();

            switch (currentScreen)
            {
                case screen.Mainmenu:
                    {
                        mainMenu.Update();

                        //set level data

                        Level1ArrowCount = 10;
                        score = 0;
                        timeforLevel1 = 70;

                        for (int x = 0; x < 5; x++)
                            Level1Baloons[x].doUpdate = true;

                        Level2ArrowCount = 13;
                        score1 = 0;
                        timeforLevel2 = 60;

                        for (int x = 0; x < 8; x++)
                            Level2Baloons[x].doUpdate = true;

                        Level3ArrowCount = 15;
                        score2 = 0;
                        timeforLevel3 = 50;

                        for (int x = 0; x < 10; x++)
                            Level3Baloons[x].doUpdate = true;

                        Level4ArrowCount = 17;
                        score3 = 0;
                        timeforLevel4 = 40;

                        for (int x = 0; x < 12; x++)
                            Level4Baloons[x].doUpdate = true;

                        Level5ArrowCount = 20;
                        score4 = 0;
                        timeforLevel5 = 30;

                        for (int x = 0; x < 15; x++)
                            Level5Baloons[x].doUpdate = true;

                        Level1Baloons[0].position= new Vector2(0, random.Next(0,360));
                        Level1Baloons[1].position = new Vector2(256, random.Next(0, 360));
                        Level1Baloons[2].position = new Vector2(512, random.Next(0, 360));
                        Level1Baloons[3].position = new Vector2(768, random.Next(0, 360));
                        Level1Baloons[4].position = new Vector2(1024, random.Next(0, 360));

                        //end set

                        //start game
                        if ((currentKeyboardState.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)))
                        {

                            setCurrentScrren = 1;
                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();

                            currentScreen = screen.Map1;
                        }

                        //show help
                        if ((currentKeyboardState.IsKeyDown(Keys.F1) && lastKeyboardState.IsKeyUp(Keys.F1)))
                        {
                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();

                            currentScreen = screen.Help;
                        }

                        //show credits
                        if ((currentKeyboardState.IsKeyDown(Keys.F2) && lastKeyboardState.IsKeyUp(Keys.F2)))
                        {
                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();

                            currentScreen = screen.Credits;
                        }

                        break;
                    }

                case screen.Help:
                    {
                        help.Update();

                        //go back
                        if ((currentKeyboardState.IsKeyDown(Keys.Escape) && lastKeyboardState.IsKeyUp(Keys.Escape)))
                        {
                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();

                            currentScreen = screen.Mainmenu;
                        }

                        break;
                    }

                case screen.Credits:
                    {
                        credits.Update();

                        //go back
                        if ((currentKeyboardState.IsKeyDown(Keys.Escape) && lastKeyboardState.IsKeyUp(Keys.Escape)))
                        {
                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();
                            currentScreen = screen.Mainmenu;
                        }
                        break;
                    }

                case screen.Win:
                    {
                        win.Update();

                        if (WinOncePlay)
                        {
                            Win = soundBank.GetCue("Win");
                            Win.Play();
                            WinOncePlay = false;
                        }
                        if ((currentKeyboardState.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)))
                        {

                            currentScreen = screen.Mainmenu;

                        }
                        break;
                    }

                case screen.Fail:
                    {
                        Level1Baloons[0].position = new Vector2(0, random.Next(0, 360));
                        Level1Baloons[1].position = new Vector2(256, random.Next(0, 360));
                        Level1Baloons[2].position = new Vector2(512, random.Next(0, 360));
                        Level1Baloons[3].position = new Vector2(768, random.Next(0, 360));
                        Level1Baloons[4].position = new Vector2(1024, random.Next(0, 360));

                        fail.Update();

                        if (FailOncePlay)
                        {
                            Fail = soundBank.GetCue("Fail");
                            Fail.Play();
                            FailOncePlay = false;
                        }

                        if ((currentKeyboardState.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)))
                        {

                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();

                            currentScreen = screen.Map1;
                        }

                        //reset all map data

                        //reset map 1

                        Level1ArrowCount = 10;
                        score = 0;
                        timeforLevel1 = 70;

                        for (int x = 0; x < 5; x++)
                            Level1Baloons[x].doUpdate = true;

                        //reset map 2

                        Level2ArrowCount = 13;
                        score1 = 0;
                        timeforLevel2 = 60;
                        //Level2ArrowCount -= 1;
                        //Level2ArrowCount += 2;
                        for (int x = 0; x < 8; x++)
                            Level2Baloons[x].doUpdate = true;

                        //reset map 3

                        Level3ArrowCount = 15;
                        score2 = 0;
                        timeforLevel3 = 50;

                        for (int x = 0; x < 10; x++)
                            Level3Baloons[x].doUpdate = true;

                        //reset map 4

                        Level4ArrowCount = 17;
                        score3 = 0;
                        timeforLevel4 = 40;

                        for (int x = 0; x < 12; x++)
                            Level4Baloons[x].doUpdate = true;

                        //reset map 5

                        Level5ArrowCount = 20;
                        score4 = 0;
                        timeforLevel5 = 30;

                        for (int x = 0; x < 15; x++)
                            Level5Baloons[x].doUpdate = true;

                            break;

                    }

                case screen.Map1:
                    {
                        FailOncePlay = true;
                        WinOncePlay = true;

                        setCurrentScrren = 1;

                        if ((currentKeyboardState.IsKeyDown(Keys.Escape) && lastKeyboardState.IsKeyUp(Keys.Escape)))
                        {

                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();

                            currentScreen = screen.pause;
                        }

                        //if ((currentKeyboardState.IsKeyDown(Keys.F3) && lastKeyboardState.IsKeyUp(Keys.F3)))
                        //{

                        //    KeyPress = soundBank.GetCue("KeyPress");
                        //    KeyPress.Play();

                        //    currentScreen = screen.Mainmenu;
                        //}

                        map1Background.Update();
                        crosshair.UpdateCrosshair();
                        arrowLevel1.Update();

                        if ((currentKeyboardState.IsKeyDown(Keys.Space) && lastKeyboardState.IsKeyUp(Keys.Space)) && Level1ArrowCount >0)
                        {
                            Fire = soundBank.GetCue("Fire");
                            Fire.Play();

                            arrowLevel1.position = new Vector2(crosshair.position.X + 160, crosshair.position.Y) ;
                            arrowLevel1.n = true;
                            Level1ArrowCount--;
                        }

                        for (int x = 0; x < 5; x++)
                            Level1Baloons[x].Update(gameTime);

                           for(int x=0; x<5; x++)
                        {
                            if (arrowLevel1.rect.Intersects(Level1Baloons[x].rect) && Level1Baloons[x].doUpdate)
                            {
                                arrowLevel1.position = new Vector2(5000, 5000);
                                Blast = soundBank.GetCue("Blast");
                                Blast.Play();

                                score += 10;
                                Level1Baloons[x].doUpdate = false;

                            }

                        }

                            //load next level
                            if (Level1ArrowCount == 0 && arrowLevel1.position == new Vector2(5000, 5000) && score >= Level1DesiredScore)
                                currentScreen = screen.NextLevel;

                            //display fail screen
                            if (Level1ArrowCount == 0 && arrowLevel1.position == new Vector2(5000, 5000) && score < Level1DesiredScore)
                                currentScreen = screen.Fail;

                            //load next level
                            if (timeforLevel1 < 0 && score >= Level1DesiredScore)
                                currentScreen = screen.NextLevel;

                            if (!Level1Baloons[0].doUpdate && !Level1Baloons[1].doUpdate && !Level1Baloons[2].doUpdate && !Level1Baloons[3].doUpdate && !Level1Baloons[4].doUpdate)
                            {
                                if (score >= Level1DesiredScore)
                                    currentScreen = screen.NextLevel;
                                else
                                    currentScreen = screen.Fail;
                            }

                            //display fail screen
                            if(timeforLevel1 < 0 && score < Level1DesiredScore)
                                currentScreen = screen.Fail;

                        // checking time for map1

                        float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
                        timer -= elapsed;
                        if (timer < 0)
                        {
                            //Timer expired, execute action
                            timeforLevel1--;
                            timer = TIMER;   //Reset Timer
                        }

                            break;
                    }

                case screen.Map2:
                    {
                        FailOncePlay = true;
                        WinOncePlay = true;

                        setCurrentScrren = 2;

                        if ((currentKeyboardState.IsKeyDown(Keys.Escape) && lastKeyboardState.IsKeyUp(Keys.Escape)))
                        {

                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();

                            currentScreen = screen.pause;
                        }

                        //  if ((currentKeyboardState.IsKeyDown(Keys.F3) && lastKeyboardState.IsKeyUp(Keys.F3)))
                        //{

                        //    KeyPress = soundBank.GetCue("KeyPress");
                        //    KeyPress.Play();

                        //    currentScreen = screen.Mainmenu;
                        //}

                        map2Background.Update();
                        crosshair.UpdateCrosshair();
                        arrowLevel2.Update();

                        if ((currentKeyboardState.IsKeyDown(Keys.Space) && lastKeyboardState.IsKeyUp(Keys.Space)) && Level2ArrowCount > 0)
                        {
                            Fire = soundBank.GetCue("Fire");
                            Fire.Play();

                            arrowLevel2.position = new Vector2(crosshair.position.X + 160, crosshair.position.Y);
                            arrowLevel2.n = true;
                            Level2ArrowCount--;
                        }

                        for (int x = 0; x < 8; x++)
                            Level2Baloons[x].Update(gameTime);

                        for (int x = 0; x < 8; x++)
                        {
                            if (arrowLevel2.rect.Intersects(Level2Baloons[x].rect) && Level2Baloons[x].doUpdate)
                            {
                                arrowLevel2.position = new Vector2(5000, 5000);
                                Blast = soundBank.GetCue("Blast");
                                Blast.Play();

                                score1 += 10;
                                Level2Baloons[x].doUpdate = false;
                            }
                        }

                        //load next level
                        if (Level2ArrowCount == 0 && arrowLevel2.position == new Vector2(5000, 5000) && score1 >= Level2DesiredScore)
                            currentScreen = screen.NextLevel;

                        //display fail screen
                        if (Level2ArrowCount == 0 && arrowLevel2.position == new Vector2(5000, 5000) && score1 < Level2DesiredScore)
                            currentScreen = screen.Fail;

                        //load next level
                        if (timeforLevel2 < 0 && score1 >= Level2DesiredScore)
                            currentScreen = screen.NextLevel;

                        if (!Level2Baloons[0].doUpdate && !Level2Baloons[1].doUpdate && !Level2Baloons[2].doUpdate && !Level2Baloons[3].doUpdate && !Level2Baloons[4].doUpdate && !Level2Baloons[5].doUpdate && !Level2Baloons[6].doUpdate && !Level2Baloons[7].doUpdate)

                        {
                            if (score1 >= Level2DesiredScore)
                                currentScreen = screen.NextLevel;
                            else
                                currentScreen = screen.Fail;
                        }

                        //display fail screen
                        if (timeforLevel2 < 0 && score1 < Level2DesiredScore)
                            currentScreen = screen.Fail;

                        // checking time for map1

                        float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
                        timer1 -= elapsed;
                        if (timer1 < 0)
                        {
                            //Timer expired, execute action
                            timeforLevel2--;
                            timer1 = TIMER1;   //Reset Timer
                        }

                        //BOMBS

                        //drop bomb at 55
                        if (timeforLevel2 < 55)
                        {
                            Level2Bombs[0].n = true;
                            Level2Bombs[0].Update(gameTime);
                        }

                        //drop bomb at 35
                        if (timeforLevel2 < 35)
                        {
                            Level2Bombs[1].n = true;
                            Level2Bombs[1].Update(gameTime);
                        }

                        //drop bomb at 15
                        if (timeforLevel2 < 15)
                        {
                            Level2Bombs[2].n = true;
                            Level2Bombs[2].Update(gameTime);
                        }

                        //check bomb collide with bow
                        for (int x = 0; x < 3; x++)
                        {
                            if (Level2Bombs[x].getRectangle().Intersects(crosshair.getRectangle()))
                            {
                                Bomb = soundBank.GetCue("Bomb");
                                Bomb.Play();
                                Level2Bombs[x].position = new Vector2(50000, 50000);
                                Level2ArrowCount -= 1;
                            }
                        }

                        //HEALTH

                        //drop health at 45
                        if (timeforLevel2 < 45)
                        {
                            Level2Health[0].n = true;
                            Level2Health[0].Update(gameTime);
                        }

                        //drop health at 25
                        if (timeforLevel2 < 25)
                        {
                            Level2Health[1].n = true;
                            Level2Health[1].Update(gameTime);
                        }

                        //drop health at 10
                        if (timeforLevel2 < 10)
                        {
                            Level2Health[2].n = true;
                            Level2Health[2].Update(gameTime);
                        }

                        //check health collide with arrow
                        for (int x = 0; x < 3; x++)
                        {
                            if (Level2Health[x].getRectangle().Intersects(arrowLevel2.getRectangle()))
                            {

                                arrowLevel2.position = new Vector2(5000, 5000);
                                Health = soundBank.GetCue("Health");
                                Health.Play();

                                Level2Health[x].position = new Vector2(50000, 50000);
                                Level2ArrowCount += 2;
                            }
                        }

                        break;
                    }

                case screen.Map3:
                    {

                        FailOncePlay = true;
                        WinOncePlay = true;

                        setCurrentScrren = 3;

                        if ((currentKeyboardState.IsKeyDown(Keys.Escape) && lastKeyboardState.IsKeyUp(Keys.Escape)))
                        {

                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();

                            currentScreen = screen.pause;
                        }

                        // if ((currentKeyboardState.IsKeyDown(Keys.F3) && lastKeyboardState.IsKeyUp(Keys.F3)))
                        //{

                        //    KeyPress = soundBank.GetCue("KeyPress");
                        //    KeyPress.Play();

                        //    currentScreen = screen.Mainmenu;
                        //}

                        map3Background.Update();
                        crosshair.UpdateCrosshair();
                        arrowLevel3.Update();

                        if ((currentKeyboardState.IsKeyDown(Keys.Space) && lastKeyboardState.IsKeyUp(Keys.Space)) && Level3ArrowCount > 0)
                        {
                            Fire = soundBank.GetCue("Fire");
                            Fire.Play();

                            arrowLevel3.position = new Vector2(crosshair.position.X + 160, crosshair.position.Y);
                            arrowLevel3.n = true;
                            Level3ArrowCount--;
                        }

                        for (int x = 0; x < 10; x++)
                            Level3Baloons[x].Update(gameTime);

                        for (int x = 0; x < 10; x++)
                        {
                            if (arrowLevel3.rect.Intersects(Level3Baloons[x].rect) && Level3Baloons[x].doUpdate)
                            {
                                arrowLevel3.position = new Vector2(5000, 5000);
                                Blast = soundBank.GetCue("Blast");
                                Blast.Play();

                                score2 += 10;
                                Level3Baloons[x].doUpdate = false;
                            }
                        }

                        //load next level
                        if (Level3ArrowCount == 0 && arrowLevel3.position == new Vector2(5000, 5000) && score2 >= Level3DesiredScore)
                            currentScreen = screen.NextLevel;

                        //display fail screen
                        if (Level3ArrowCount == 0 && arrowLevel3.position == new Vector2(5000, 5000) && score2 < Level3DesiredScore)
                            currentScreen = screen.Fail;

                        //load next level
                        if (timeforLevel3 < 0 && score2 >= Level3DesiredScore)
                            currentScreen = screen.NextLevel;

                        if (!Level3Baloons[0].doUpdate && !Level3Baloons[1].doUpdate && !Level3Baloons[2].doUpdate && !Level3Baloons[3].doUpdate && !Level3Baloons[4].doUpdate && !Level3Baloons[5].doUpdate && !Level3Baloons[6].doUpdate && !Level3Baloons[7].doUpdate)
                        {
                            if (score2 >= Level3DesiredScore)
                                currentScreen = screen.NextLevel;
                            else
                                currentScreen = screen.Fail;
                        }

                        //display fail screen
                        if (timeforLevel3 < 0 && score2 < Level3DesiredScore)
                            currentScreen = screen.Fail;

                        // checking time for map1

                        float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
                        timer2 -= elapsed;
                        if (timer2 < 0)
                        {
                            //Timer expired, execute action
                            timeforLevel3--;
                            timer2 = TIMER2;   //Reset Timer
                        }

                        //BOMBS

                        //drop bomb at 45
                        if (timeforLevel3 < 45)
                        {
                            Level3Bombs[0].n = true;
                            Level3Bombs[0].Update(gameTime);
                        }

                        //drop bomb at 35
                        if (timeforLevel3 < 35)
                        {
                            Level3Bombs[1].n = true;
                            Level3Bombs[1].Update(gameTime);
                        }

                        //drop bomb at 25
                        if (timeforLevel3 < 25)
                        {
                            Level3Bombs[2].n = true;
                            Level3Bombs[2].Update(gameTime);
                        }

                        //drop bomb at 15
                        if (timeforLevel3 < 15)
                        {
                            Level3Bombs[3].n = true;
                            Level3Bombs[3].Update(gameTime);
                        }

                        //check bomb collide with bow
                        for (int x = 0; x < 4; x++)
                        {
                            if (Level3Bombs[x].getRectangle().Intersects(crosshair.getRectangle()))
                            {
                                Bomb = soundBank.GetCue("Bomb");
                                Bomb.Play();
                                Level3Bombs[x].position = new Vector2(50000, 50000);
                                Level3ArrowCount -= 1;
                            }
                        }

                        //HEALTH

                        //drop health at 40
                        if (timeforLevel3 < 40)
                        {
                            Level3Health[0].n = true;
                            Level3Health[0].Update(gameTime);
                        }

                        //drop health at 30
                        if (timeforLevel3 < 30)
                        {
                            Level3Health[1].n = true;
                            Level3Health[1].Update(gameTime);
                        }

                        //drop health at 20
                        if (timeforLevel3 < 20)
                        {
                            Level3Health[2].n = true;
                            Level3Health[2].Update(gameTime);
                        }

                        //drop health at 10
                        if (timeforLevel3 < 10)
                        {
                            Level3Health[3].n = true;
                            Level3Health[3].Update(gameTime);
                        }

                        //check health collide with arrow
                        for (int x = 0; x < 4; x++)
                        {
                            if (Level3Health[x].getRectangle().Intersects(arrowLevel3.getRectangle()))
                            {

                                arrowLevel3.position = new Vector2(5000, 5000);
                                Health = soundBank.GetCue("Health");
                                Health.Play();

                                Level3Health[x].position = new Vector2(50000, 50000);
                                Level3ArrowCount += 2;
                            }
                        }

                        break;
                    }

                case screen.Map4:
                    {
                        FailOncePlay = true;
                        WinOncePlay = true;

                        setCurrentScrren = 4;

                        if ((currentKeyboardState.IsKeyDown(Keys.Escape) && lastKeyboardState.IsKeyUp(Keys.Escape)))
                        {

                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();

                            currentScreen = screen.pause;
                        }

                        //if ((currentKeyboardState.IsKeyDown(Keys.F3) && lastKeyboardState.IsKeyUp(Keys.F3)))
                        //{

                        //    KeyPress = soundBank.GetCue("KeyPress");
                        //    KeyPress.Play();

                        //    currentScreen = screen.Mainmenu;
                        //}

                        map4Background.Update();
                        crosshair.UpdateCrosshair();
                        arrowLevel4.Update();

                        if ((currentKeyboardState.IsKeyDown(Keys.Space) && lastKeyboardState.IsKeyUp(Keys.Space)) && Level4ArrowCount > 0)
                        {
                            Fire = soundBank.GetCue("Fire");
                            Fire.Play();

                            arrowLevel4.position = new Vector2(crosshair.position.X + 160, crosshair.position.Y);
                            arrowLevel4.n = true;
                            Level4ArrowCount--;
                        }

                        for (int x = 0; x < 12; x++)
                            Level4Baloons[x].Update(gameTime);

                        for (int x = 0; x < 3; x++)
                            Level4DeathBaloons[x].Update(gameTime);

                        for (int x = 0; x < 12; x++)
                        {
                            if (arrowLevel4.rect.Intersects(Level4Baloons[x].rect) && Level4Baloons[x].doUpdate)
                            {
                                arrowLevel4.position = new Vector2(5000, 5000);
                                Blast = soundBank.GetCue("Blast");
                                Blast.Play();

                                score3 += 10;
                                Level4Baloons[x].doUpdate = false;
                            }

                            //for death ballons
                            if (x < 3)
                            {
                                if (arrowLevel4.rect.Intersects(Level4DeathBaloons[x].rect) && Level4DeathBaloons[x].doUpdate)
                                {
                                    arrowLevel4.position = new Vector2(5000, 5000);
                                    Balloon = soundBank.GetCue("Balloon");
                                    Balloon.Play();

                                    //decrese score if hit
                                    score3 -= 20;
                                    Level4DeathBaloons[x].doUpdate = false;

                                }
                            }
                        }
                        //load next level
                        if (Level4ArrowCount == 0 && arrowLevel4.position == new Vector2(5000, 5000) && score3 >= Level4DesiredScore)
                            currentScreen = screen.NextLevel;

                        //display fail screen
                        if (Level4ArrowCount == 0 && arrowLevel4.position == new Vector2(5000, 5000) && score3 < Level4DesiredScore)
                            currentScreen = screen.Fail;

                        //load next level
                        if (timeforLevel4 < 0 && score3 >= Level4DesiredScore)
                            currentScreen = screen.NextLevel;

                        if (!Level4Baloons[0].doUpdate && !Level4Baloons[1].doUpdate && !Level4Baloons[2].doUpdate && !Level4Baloons[3].doUpdate && !Level4Baloons[4].doUpdate && !Level4Baloons[5].doUpdate && !Level4Baloons[6].doUpdate && !Level4Baloons[7].doUpdate && !Level4Baloons[8].doUpdate && !Level4Baloons[9].doUpdate && !Level4Baloons[10].doUpdate && !Level4Baloons[11].doUpdate)
                        {
                            if (score3 >= Level4DesiredScore)
                                currentScreen = screen.NextLevel;
                            else
                                currentScreen = screen.Fail;
                        }

                        //display fail screen
                        if (timeforLevel4 < 0 && score3 < Level4DesiredScore)
                            currentScreen = screen.Fail;

                        // checking time for map1

                        float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
                        timer3 -= elapsed;
                        if (timer3< 0)
                        {
                            //Timer expired, execute action
                            timeforLevel4--;
                            timer3 = TIMER3;  //Reset Timer
                        }

                        //BOMBS

                        //drop bomb at 35
                        if (timeforLevel4 < 35)
                        {
                            Level4Bombs[0].n = true;
                            Level4Bombs[0].Update(gameTime);
                        }

                        //drop bomb at 25
                        if (timeforLevel4 < 25)
                        {
                            Level4Bombs[1].n = true;
                            Level4Bombs[1].Update(gameTime);
                        }

                        //drop bomb at 15
                        if (timeforLevel4 < 15)
                        {
                            Level3Bombs[2].n = true;
                            Level3Bombs[2].Update(gameTime);
                        }

                        //drop bomb at 5
                        if (timeforLevel4 < 5)
                        {
                            Level4Bombs[3].n = true;
                            Level4Bombs[3].Update(gameTime);
                        }

                        //check bomb collide with bow
                        for (int x = 0; x < 4; x++)
                        {
                            if (Level4Bombs[x].getRectangle().Intersects(crosshair.getRectangle()))
                            {
                                Bomb = soundBank.GetCue("Bomb");
                                Bomb.Play();
                                Level4Bombs[x].position = new Vector2(50000, 50000);
                                Level4ArrowCount -= 1;
                            }
                        }

                        //HEALTH

                        //drop health at 30
                        if (timeforLevel4 < 30)
                        {
                            Level4Health[0].n = true;
                            Level4Health[0].Update(gameTime);
                        }

                        //drop health at 22
                        if (timeforLevel4 < 22)
                        {
                            Level4Health[1].n = true;
                            Level4Health[1].Update(gameTime);
                        }

                        //drop health at 17
                        if (timeforLevel4 < 17)
                        {
                            Level4Health[2].n = true;
                            Level4Health[2].Update(gameTime);
                        }

                        //drop health at 10
                        if (timeforLevel4 < 10)
                        {
                            Level4Health[3].n = true;
                            Level4Health[3].Update(gameTime);
                        }

                        //drop health at 4
                        if (timeforLevel4 < 4)
                        {
                            Level4Health[4].n = true;
                            Level4Health[4].Update(gameTime);
                        }

                        //check health collide with arrow
                        for (int x = 0; x < 5; x++)
                        {
                            if (Level4Health[x].getRectangle().Intersects(arrowLevel4.getRectangle()))
                            {

                                arrowLevel4.position = new Vector2(5000, 5000);
                                Health = soundBank.GetCue("Health");
                                Health.Play();

                                Level4Health[x].position = new Vector2(50000, 50000);
                                Level4ArrowCount += 2;
                            }
                        }

                        break;
                    }

                case screen.Map5:
                    {
                        FailOncePlay = true;
                        WinOncePlay = true;

                        setCurrentScrren = 5;

                        if ((currentKeyboardState.IsKeyDown(Keys.Escape) && lastKeyboardState.IsKeyUp(Keys.Escape)))
                        {

                            KeyPress = soundBank.GetCue("KeyPress");
                            KeyPress.Play();

                            currentScreen = screen.pause;
                        }

                        //if ((currentKeyboardState.IsKeyDown(Keys.F3) && lastKeyboardState.IsKeyUp(Keys.F3)))
                        //{

                        //    KeyPress = soundBank.GetCue("KeyPress");
                        //    KeyPress.Play();

                        //    currentScreen = screen.Mainmenu;
                        //}

                        map5Background.Update();
                        crosshair.UpdateCrosshair();
                        arrowLevel5.Update();

                        if ((currentKeyboardState.IsKeyDown(Keys.Space) && lastKeyboardState.IsKeyUp(Keys.Space)) && Level5ArrowCount > 0)
                        {
                            Fire = soundBank.GetCue("Fire");
                            Fire.Play();

                            arrowLevel5.position = new Vector2(crosshair.position.X + 160, crosshair.position.Y);
                            arrowLevel5.n = true;
                            Level5ArrowCount--;
                        }

                        for (int x = 0; x < 15; x++)
                            Level5Baloons[x].Update(gameTime);

                        for (int x = 0; x < 5; x++)
                            Level5DeathBaloons[x].Update(gameTime);

                        for (int x = 0; x < 15; x++)
                        {
                            if (arrowLevel5.rect.Intersects(Level5Baloons[x].rect) && Level5Baloons[x].doUpdate)
                            {
                                arrowLevel5.position = new Vector2(5000, 5000);
                                Blast = soundBank.GetCue("Blast");
                                Blast.Play();

                                score4 += 10;
                                Level5Baloons[x].doUpdate = false;
                            }

                            //for death ballons
                            if (x < 5)
                            {
                                if (arrowLevel5.rect.Intersects(Level5DeathBaloons[x].rect) && Level5DeathBaloons[x].doUpdate)
                                {
                                    arrowLevel5.position = new Vector2(5000, 5000);
                                    Balloon = soundBank.GetCue("Balloon");
                                    Balloon.Play();

                                    //decrese score if hit
                                    score4 -= 20;
                                    Level5DeathBaloons[x].doUpdate = false;

                                }

                            }

                        }

                        //load next level
                        if (Level5ArrowCount == 0 && arrowLevel5.position == new Vector2(5000, 5000) && score4 >= Level5DesiredScore)
                            currentScreen = screen.NextLevel;

                        //display fail screen
                        if (Level5ArrowCount == 0 && arrowLevel5.position == new Vector2(5000, 5000) && score4 < Level5DesiredScore)
                            currentScreen = screen.Fail;

                        //load next level
                        if (timeforLevel5 < 0 && score4 >= Level5DesiredScore)
                            currentScreen = screen.NextLevel;

                        if (!Level5Baloons[0].doUpdate && !Level5Baloons[1].doUpdate && !Level5Baloons[2].doUpdate && !Level5Baloons[3].doUpdate && !Level5Baloons[4].doUpdate && !Level5Baloons[5].doUpdate && !Level5Baloons[6].doUpdate && !Level5Baloons[7].doUpdate && !Level5Baloons[8].doUpdate && !Level5Baloons[9].doUpdate && !Level5Baloons[10].doUpdate && !Level5Baloons[11].doUpdate && !Level5Baloons[12].doUpdate && !Level5Baloons[13].doUpdate && !Level5Baloons[14].doUpdate)
                        {
                            if (score4 >= Level5DesiredScore)
                                currentScreen = screen.NextLevel;
                            else
                                currentScreen = screen.Fail;
                        }

                        //display fail screen
                        if (timeforLevel5 < 0 && score4 < Level5DesiredScore)
                            currentScreen = screen.Fail;

                        // checking time for map1

                        float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
                        timer4 -= elapsed;
                        if (timer4 < 0)
                        {
                            //Timer expired, execute action
                            timeforLevel5--;
                            timer4 = TIMER4;  //Reset Timer
                        }

                        //BOMBS

                        //drop bomb at 27
                        if (timeforLevel5 < 27)
                        {
                            Level5Bombs[0].n = true;
                            Level5Bombs[0].Update(gameTime);
                        }

                        //drop bomb at 22
                        if (timeforLevel5 < 22)
                        {
                            Level5Bombs[1].n = true;
                            Level5Bombs[1].Update(gameTime);
                        }

                        //drop bomb at 17
                        if (timeforLevel5 < 17)
                        {
                            Level5Bombs[2].n = true;
                            Level5Bombs[2].Update(gameTime);
                        }

                        //drop bomb at 12
                        if (timeforLevel5 < 12)
                        {
                            Level5Bombs[3].n = true;
                            Level5Bombs[3].Update(gameTime);
                        }

                        //drop bomb at 7
                        if (timeforLevel5 < 7)
                        {
                            Level5Bombs[4].n = true;
                            Level5Bombs[4].Update(gameTime);
                        }

                        //check bomb collide with bow
                        for (int x = 0; x < 5; x++)
                        {
                            if (Level5Bombs[x].getRectangle().Intersects(crosshair.getRectangle()))
                            {
                                Bomb = soundBank.GetCue("Bomb");
                                Bomb.Play();
                                Level5Bombs[x].position = new Vector2(50000, 50000);
                                Level5ArrowCount -= 1;
                            }
                        }

                        //HEALTH

                        //drop health at 25
                        if (timeforLevel5 < 25)
                        {
                            Level5Health[0].n = true;
                            Level5Health[0].Update(gameTime);
                        }

                        //drop health at 20
                        if (timeforLevel5 < 20)
                        {
                            Level5Health[1].n = true;
                            Level5Health[1].Update(gameTime);
                        }

                        //drop health at 15
                        if (timeforLevel5 < 15)
                        {
                            Level5Health[2].n = true;
                            Level5Health[2].Update(gameTime);
                        }

                        //drop health at 10
                        if (timeforLevel5 < 10)
                        {
                            Level5Health[3].n = true;
                            Level5Health[3].Update(gameTime);
                        }

                        //drop health at 4
                        if (timeforLevel5 < 4)
                        {
                            Level5Health[4].n = true;
                            Level5Health[4].Update(gameTime);
                        }

                        //check health collide with arrow
                        for (int x = 0; x < 5; x++)
                        {
                            if (Level5Health[x].getRectangle().Intersects(arrowLevel5.getRectangle()))
                            {

                                arrowLevel5.position = new Vector2(5000, 5000);
                                Health = soundBank.GetCue("Health");
                                Health.Play();

                                Level5Health[x].position = new Vector2(50000, 50000);
                                Level5ArrowCount += 2;
                            }
                        }

                        break;
                    }

                case screen.NextLevel:
                    {

                        if (WinOncePlay)
                        {
                            Win = soundBank.GetCue("Win");
                            Win.Play();
                            WinOncePlay = false;
                        }

                        if ((currentKeyboardState.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)) && setCurrentScrren != 5)
                        {
                            if (setCurrentScrren == 1)
                                currentScreen = screen.Map2;
                            if (setCurrentScrren == 2)
                                currentScreen = screen.Map3;
                            if (setCurrentScrren == 3)
                                currentScreen = screen.Map4;
                            if (setCurrentScrren== 4)
                                currentScreen = screen.Map5;

                        }

                        if (setCurrentScrren == 5)
                            currentScreen = screen.Win;

                        break;
                    }

                case screen.pause:
                    {
                        pauseBackground.Update();

                        if ((currentKeyboardState.IsKeyDown(Keys.Enter) && lastKeyboardState.IsKeyUp(Keys.Enter)))
                        {
                            if (setCurrentScrren == 1)
                                currentScreen = screen.Map1;
                            if (setCurrentScrren == 2)
                                currentScreen = screen.Map2;
                            if (setCurrentScrren == 3)
                                currentScreen = screen.Map3;
                            if (setCurrentScrren == 4)
                                currentScreen = screen.Map4;
                            if (setCurrentScrren == 5)
                                currentScreen = screen.Map5;

                        }

                        if ((currentKeyboardState.IsKeyDown(Keys.F3) && lastKeyboardState.IsKeyUp(Keys.F3)))
                        {

                                currentScreen = screen.Mainmenu;

                        }

                   break;
                }

                default:
                    {
                        break;
                    }
            }

            base.Update(gameTime);
        }