void CPaddleGameWindow::InitGame(void)
{
	// Start the paddle in the middle of the play area, not moving
	PaddleX = (kPlayAreaRight - kPlayAreaLeft)/2 + kPlayAreaLeft;
	PaddleXSpeed = 0;
	// Start the ball just above the paddle
	BallX = (kPlayAreaRight - kPlayAreaLeft)/2 +
		kPlayAreaLeft - kBallSize/2;
	BallY = kPlayAreaBottom - kBallSize - kPaddleHeight;
	// Move the ball towards the upper-left
	// TODO: Randomize initial ball velocity
	BallXSpeed = -1;
	BallYSpeed = -1;
	// Start Slowly - ball at 30 frames per second, increasing 7 fps every level
	BallSpeed = 1000 / (30 + 7 * (CurrentLevel % 5));
	NextBallTime = GetMillisecondTime() + BallSpeed;
	// Initialize the game field
	BlockCount = kWallWidthBlocks * kWallHeightBlocks;
	int HitCount = CurrentLevel / 5 + 1;
	int Count;
	for (Count = 0; Count < BrickCount; ++Count)
		GameField[Count] = HitCount;
	// Draw the complete initial game state
	COffscreenBuffer *pBuffer = GetOffscreenBuffer();
	if (pBuffer)
	{
		pBuffer->Lock();
		DrawCompleteGameState();
		pBuffer->Unlock();
	}
}
