void Start() { display.NewScreen(); //TEST FirstTimePlaying(); bat.batteries = pref.GetInt("CurrentBatteries"); if (StartingFromInterupted()) { LoadState(); display.PlayerMove(_state.playerPos); emptyWave = Repeat("0", _state.enemiesArray[0].Length); display.Enemies(_state.enemiesArray); startingTime = CurrentTime(); display.CurrentScore(Distance()); scoreForNextLevel = levelScore[_state.level]; } else { //prepare for new game emptyWave = Repeat("0", rowLength); _state = new State(columnLength, emptyWave); display.ShowSplashScreen(); display.PlayerMove(_state.playerPos); display.Eights(true); display.InitAnimation(false); oneSecondAnim = CurrentTime() + 1; _state.name = "init"; } newEnemiesWave = emptyWave; if (bat.Get() != bat.maxBatteries) { RemainingCharge(); } display.UI(); //display.MainMenu (bat.Get(),lives.Get()); timeToMainMenu = CurrentTime() + initAnimWait; SetState(_state.name); if (_state.name != "init") { display.Battery(bat.Get()); } }