public void Reset() { foreach (Player player in gameLoopLogic.players) { player.health = 3; player.score = 0; player.input.controlType = ControlType.GamePlay; player.inputAction = InputAction.None; if (player.playerIndex == PlayerIndex.Two) { player.AI = false; } } gameLoopLogic.fireballImpacts.Clear(); loopCounter = 0; currentGameState = GameStates.MultiPlayer; gameClock.ResetClock(currentGameState); gameLoopLogic.playerWin.currentFrame = 0; foreach (WallSegment brick in gameLoopLogic.bricks) { brick.Reset(); brick.brick.currentFrame = 0; } active = true; gameLoopLogic.projectiles.Clear(); }
public void Reset() { foreach (Player player in gameLoopLogic.players) { player.health = 3; player.score = 0; player.input.controlType = ControlType.GamePlay; player.inputAction = InputAction.None; player.tiredWizardCloud = false; if (player.playerIndex == PlayerIndex.Two) { player.AI = true; } } gameLoopLogic.players[0].ResetPlayers(PlayerIndex.One, playerOneChoice); gameLoopLogic.players[1].ResetPlayers(PlayerIndex.Two, playerTwoChoice); gameLoopLogic.playerWin.currentFrame = 0; loopCounter = 0; currentGameState = GameStates.SinglePlayer; gameClock.ResetClock(currentGameState); foreach (WallSegment brick in gameLoopLogic.bricks) { brick.brick.currentFrame = 0; brick.Reset(); } active = true; gameLoopLogic.projectiles.Clear(); gameLoopLogic.fireballImpacts.Clear(); }