/// <summary>
/// Called when the player is killed.
/// </summary>
/// <param name="killedBy">
/// The enemy who killed the player. This is null if the player was not killed by an
/// enemy, such as when a player falls into a hole.
/// </param>
private void OnPlayerKilled(int playerIndex, Enemy killedBy)
{
Player.OnKilled(playerIndex, killedBy);
// reset the ennemies but not for ghosts
if (playerIndex == 0)
{
foreach (Enemy enemy in enemies)
{
enemy.Reset();
}
}
}