xna로 c#으로 하는건데요 음.. 기억력 테스트 게임? 같은거 만드는건데요 10개의 구멍에서요 순서에 따라 나오는 동물을 잘 기억했다가 해당 순서에 따라 동물이 나왔던 구멍을 찾는거에요  ㅠㅠ( 그대신 절대 중복된 동물이 나오면 안되구요)
대충 이 밑에처럼 해봤는데 이정도밖에 못하겠네요 여기서 어떻게 고치면 될까요? ㅠㅠ 좀 알려주세요 ㅠㅠ


if (bPlay)
            {
                background1.Update(gameTime);

                player.UpdateInput(keyState);
                player.Update();

                player.SetSID(SID.PL_MC);
                if (keyState.IsKeyDown(Keys.Space))
                {
                    player.SetSID(SID.PL_MCD);
                }
                player.vy = 20;

                if (player.x < 0) player.x = 0;
                else if (player.x + player.w > 698) player.x = 698 - player.w;

                if (player.x < 0) player.x = 0;
                else if (player.x + player.w < 85) player.x = 85 - player.w;

                if (player.y < 0) player.y = 0;
                else if (player.y + player.h > 462) player.y = 462 - player.h;

                if (player.y < 0) player.y = 0;
                else if (player.y + player.h < 180) player.y = 180 - player.h;

                timeEnemy1 += gameTime.ElapsedGameTime.Milliseconds;
                timeEnemy2 += gameTime.ElapsedGameTime.Milliseconds;
                timeEnemy3 += gameTime.ElapsedGameTime.Milliseconds;
                timeEnemy4 += gameTime.ElapsedGameTime.Milliseconds;
                timeEnemy5 += gameTime.ElapsedGameTime.Milliseconds;
                timeEnemy6 += gameTime.ElapsedGameTime.Milliseconds;
                timeEnemy7 += gameTime.ElapsedGameTime.Milliseconds;
                timeEnemy8 += gameTime.ElapsedGameTime.Milliseconds;
                timeEnemy9 += gameTime.ElapsedGameTime.Milliseconds;
                timeEnemy10 += gameTime.ElapsedGameTime.Milliseconds;

                Rectangle re1 = new Rectangle(73, 170, 157, 97);
                Rectangle re2 = new Rectangle(230, 170, 157, 97);
                Rectangle re3 = new Rectangle(385, 170, 157, 97);
                Rectangle re4 = new Rectangle(540, 170, 157, 97);
                Rectangle re5 = new Rectangle(73, 269, 157, 97);
                Rectangle re6 = new Rectangle(540, 269, 157, 97);
                Rectangle re7 = new Rectangle(73, 370, 157, 97);
                Rectangle re8 = new Rectangle(230, 370, 157, 97);
                Rectangle re9 = new Rectangle(385, 370, 157, 97);
                Rectangle re10 = new Rectangle(540, 370, 157, 97);

                if (timeEnemy1 > 3500)
                {
                    timeEnemy1 = 0;
                    listEnenmy1.Add(new Enemy1(gameTime));
                }
                if (timeEnemy2 > 5500)
                {
                    timeEnemy2 = 0;
                    listEnenmy2.Add(new Enemy2(gameTime));
                }
                if (timeEnemy3 > 6000)
                {
                    timeEnemy3 = 0;
                    listEnenmy3.Add(new Enemy3(gameTime));
                }
                if (timeEnemy4 > 5000)
                {
                    timeEnemy4 = 0;
                    listEnenmy4.Add(new Enemy4(gameTime));
                }
                if (timeEnemy5 > 3300)
                {
                    timeEnemy5 = 0;
                    listEnenmy5.Add(new Enemy5(gameTime));
                }
                if (timeEnemy6 > 6500)
                {
                    timeEnemy6 = 0;
                    listEnenmy6.Add(new Enemy6(gameTime));
                }
                if (timeEnemy7 > 2500)
                {
                    timeEnemy7 = 0;
                    listEnenmy7.Add(new Enemy7(gameTime));
                }
                if (timeEnemy8 > 3000)
                {
                    timeEnemy8 = 0;
                    listEnenmy8.Add(new Enemy8(gameTime));
                }
                if (timeEnemy9 > 5500)
                {
                    timeEnemy9 = 0;
                    listEnenmy9.Add(new Enemy9(gameTime));
                }
                if (timeEnemy10 > 2000)
                {
                    timeEnemy10 = 0;
                    listEnenmy10.Add(new Enemy10(gameTime));
                }

                for (int i = 0; i < listEnenmy1.Count; i++)
                {
                    listEnenmy1[i].Update();
                    if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space) && re1.Intersects(player.Rect()))
                    {
                        listEnenmy1.RemoveAt(i--);
                        score += 1;
                    }
                }
                for (int i = 0; i < listEnenmy2.Count; i++)
                {
                    listEnenmy2[i].Update();
                    if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space) && re2.Intersects(player.Rect()))
                    {
                        listEnenmy2.RemoveAt(i--);
                        score += 1;
                    }
                }
                for (int i = 0; i < listEnenmy3.Count; i++)
                {
                    listEnenmy3[i].Update();
                    if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space) && re3.Intersects(player.Rect()))
                    {
                        listEnenmy3.RemoveAt(i--);
                        score += 1;
                    }
                }
                for (int i = 0; i < listEnenmy4.Count; i++)
                {
                    listEnenmy4[i].Update();
                    if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space) && re4.Intersects(player.Rect()))
                    {
                        listEnenmy4.RemoveAt(i--);
                        score += 1;
                    }
                }
                for (int i = 0; i < listEnenmy5.Count; i++)
                {
                    listEnenmy5[i].Update();
                    if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space) && re5.Intersects(player.Rect()))
                    {
                        listEnenmy5.RemoveAt(i--);
                        score += 1;
                    }
                }
                for (int i = 0; i < listEnenmy6.Count; i++)
                {
                    listEnenmy6[i].Update();
                    if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space) && re6.Intersects(player.Rect()))
                    {
                        listEnenmy6.RemoveAt(i--);
                        score += 1;
                    }
                }
                for (int i = 0; i < listEnenmy7.Count; i++)
                {
                    listEnenmy7[i].Update();
                    if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space) && re7.Intersects(player.Rect()))
                    {
                        listEnenmy7.RemoveAt(i--);
                        score += 1;
                    }
                }
                for (int i = 0; i < listEnenmy8.Count; i++)
                {
                    listEnenmy8[i].Update();
                    if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space) && re8.Intersects(player.Rect()))
                    {
                        listEnenmy8.RemoveAt(i--);
                        score += 1;
                    }
                }
                for (int i = 0; i < listEnenmy9.Count; i++)
                {
                    listEnenmy9[i].Update();
                    if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space) && re9.Intersects(player.Rect()))
                    {
                        listEnenmy9.RemoveAt(i--);
                        score += 1;
                    }
                }
                for (int i = 0; i < listEnenmy10.Count; i++)
                {
                    listEnenmy10[i].Update();
                    if (keyState.IsKeyDown(Keys.Space) && !prevKeyState.IsKeyDown(Keys.Space) && re10.Intersects(player.Rect()))
                    {
                        listEnenmy10.RemoveAt(i--);
                        score += 1;
                    }
                }

                if (keyState.IsKeyDown(Keys.Escape) && !prevKeyState.IsKeyDown(Keys.Escape))
                    fader.Set(SID.BLACK, GST.MENU, gameTime);

                if (score >= 50)
                {
                    fader.Set(SID.BLACK, GST.MENU, gameTime);
                    if (bPlay) text.Set(SID.TXT_MISSION, gameTime);
                }
            }