public void SoftResetWorlds() { if (State is WorldState && Lives > 0) { Time = Utils.Instance.InitialTimeLeft; Player = new Player(); if (InPrimaryWorld) { PrimaryWorld.WorldFrozen = false; Player.MovementState.Location = PrimaryWorld.PlayerSpawn; } else { HiddenWorld.WorldFrozen = false; Player.MovementState.Location = HiddenWorld.PlayerSpawn; } State = new IntroState(this); } else { State = new GameOverState(this); } }
public void RecreateWorld() { State = new IntroState(this); }
public void CreateNextWorld() { worldID++; State = new IntroState(this); }