+ /// <summary>\r
+ /// Remove a specific entity from the game. The entity can still\r
+ /// be tracked some other way, but it won't included when the game is\r
+ /// updating and drawing stuff.\r
+ /// </summary>\r
+ /// <param name="entity">The entity.</param>\r
+ /// <returns>The entity that was removed, or null if no entity was removed.</returns>\r
+ public IEntity RemoveEntity(IEntity entity)\r
+ {\r
+ if (State.Entities.Remove(entity)) return entity;\r
+ return null;\r
+ }\r
+\r
+ /// <summary>\r
+ /// Move on to the next map, and advance the level.\r
+ /// </summary>\r
+ public void AdvanceLevel()\r
+ {\r
+ // TODO: Load the next map, etc...\r
+ }\r
+\r
+ /// <summary>\r
+ /// Restart the current level.\r
+ /// </summary>\r
+ public void Reset()\r
+ {\r
+ State.Map.Reset();\r
+ // TODO: Do other stuff to reset everything.\r
+ }\r
+\r
+\r