I need to do a "retry" option when the player finishes the game.For doing this I thought to reset the lists of Monsters and other objects that moved at the first playing or which have been "killed".for example I have a list like that:
//the enemy1 class is already done
// in Game1 I declare it
List<enemy1> enem1 = new List<enemy1>();
//Initialize method
List<enemy1> enem1 = new List<enemy1>();
//LoadContent
foreach (enemy1 enemy in enem1)
{
enemy.Load(Content);
}
enem1.Add(new enemy1(Content.Load<Texture2D>("enemy"), new Vector2(5900, 12600)));
//Update
foreach (enemy1 enemy in enem1)
{
enemy.Update(gameTime);
}
//after being shooted the enemies disappear and i remove them
//if the monsters are shooted the bool "visible" goes from false to true
for (int i = enem1.Count - 1; i >= 0; --i)
{
if (enem1[i].visible == true)
enem1.RemoveAt(i);
}
//Draw
foreach (enemy1 enemy in enem1)
{
if(enemy.visble==false)
{
enemy.Draw(spriteBatch, gameTime);
}
}
//So my problem is to restart the game.
if(lost==true)
{
//here I have to put the code that restore the list
//I tried:
foreach (enemy1 enemy in enem1)
{
enemy.visible=false;
}
}
}
}
they should be drawn again but if I removed them they won't be drawn anymore.If I don't remove them ,instead, the enemies are in different places (because they follow me). Any suggestions to restore or reinitialize the list??
I'm not sure if I understood your question right but... When restarting the game you could just empty the list
enem1.Clear();
and then refill it like you do at the first start of the game:
enem1.Add(new enemy1(....));