public void NewGame(bool gameOver) { objects.Apples = new List <AppleView>(); objects.Enemies = new List <EnemyView>(); objects.Bullets = new List <BulletView>(); objects.Walls = new List <WallView>(); Init init = new Init(objects, mapWidth, mapHeight); init.InitWalls(); init.InitApple(); init.InitPlayer(); init.InitEnemies(); score = 0; this.gameOver = gameOver; }
public bool Update(int msc) { Init init = new Init(objects, mapWidth, mapHeight); timer += msc; objects.Player.Update(timer); // Create new apple if (objects.Apples.Count < 5 && random.Next(300) > 250) { init.InitApple(); } // Create new enemy if (objects.Enemies.Count < 5 && random.Next(300) > 250) { init.InitEnemies(); } // Random change enemy's direction foreach (var enemy in objects.Enemies) { if (random.Next(300) > 295) { ChangeEnemyDirection(new Init(objects, mapWidth, mapHeight).RandomDirection(), enemy); } enemy.Update(timer); } Move(); // Check Collisions if (collisions.CheckCollisions(objects, mapWidth, mapHeight, ref score)) { GameOver(); return(gameOver); } return(gameOver); }