public void StartGame() { // Set the GameOver property to false GameOver = false; // Clear all invaders, shots, and stars foreach (Invader invader in _invaders) OnShipChanged(invader as Ship, true); _invaders.Clear(); foreach (Shot shot in _playerShots) OnShotMoved(shot, true); _playerShots.Clear(); foreach (Shot shot in _invaderShots) OnShotMoved(shot, true); _invaderShots.Clear(); foreach (Point star in _stars) OnStarChanged(star, true); _stars.Clear(); // Create new stars for (int i = 0; i < InitialStarCount; i++) AddStar(); // Add the player _player = new Player(); OnShipChanged(_player, false); // Initialize game statistics Lives = 2; Wave = 0; Score = 0; // Add the first wave of invaders nextWave(); }
/// <summary> /// Starts new game /// </summary> public void StartGame() { // Clear game objects GameOver = false; foreach (Invader invader in _invaders) OnShipChanged(invader, true); //TODO: Check if killed parameter really should be true _invaders.Clear(); foreach (Shot invadersShot in _invaderShots) OnShotMoved(invadersShot, true); _invaderShots.Clear(); foreach (Shot playerShot in _playerShots) OnShotMoved(playerShot, true); _playerShots.Clear(); foreach (var star in _stars) OnStarChanged(star, true); _stars.Clear(); // Create new game objects AddNewStars(InitialStarCount); _player = new Player(_playerInitialLocation, Player.PlayerSize); Lives = 2; Wave = 0; NextWave(); }
public void StartGame() { GameOver = false; foreach (Invader invader in _invaders) { OnShipChanged(invader, false); } _invaders.Clear(); foreach (Shot shot in _playerShots) { OnShotMoved(shot, true); } _playerShots.Clear(); foreach (Shot shot in _invaderShots) { OnShotMoved(shot, true); } _invaderShots.Clear(); foreach (Point star in _stars) { OnStarChanged(star, true); } _stars.Clear(); for (int i = 0; i < InitialStarCount; i++) { AddStar(); } _player = new Player(new Point(_random.Next((int)(PlayAreaSize.Width - Player.PlayerSize.Width)), (int)(PlayAreaSize.Height) - Player.PlayerSize.Height)); OnShipChanged(_player, false); Lives = 2; Wave = 0; NextWave(); }