/// <summary>
        /// Draws the background image on the form.
        ///
        /// Author AMS 2017
        /// </summary>
        private void DrawBackground()
        {
            Graphics graphics   = backgroundGraphics.Graphics;
            Image    background = backgroundImage;

            graphics.DrawImage(backgroundImage, new Rectangle(0, 0, displayPanel.Width, displayPanel.Height));

            Terrain battlefield = currentGame.GetLevel();
            Brush   brush       = new SolidBrush(landscapeColour);

            for (int y = 0; y < Terrain.HEIGHT; y++)
            {
                for (int x = 0; x < Terrain.WIDTH; x++)
                {
                    if (battlefield.IsTileAt(x, y))
                    {
                        int drawX1 = displayPanel.Width * x / levelWidth;
                        int drawY1 = displayPanel.Height * y / levelHeight;
                        int drawX2 = displayPanel.Width * (x + 1) / levelWidth;
                        int drawY2 = displayPanel.Height * (y + 1) / levelHeight;
                        graphics.FillRectangle(brush, drawX1, drawY1, drawX2 - drawX1, drawY2 - drawY1);
                    }
                }
            }
        }
        /// <summary>
        ///
        /// This method calls the ControlledTank to fall down one tile if possible.
        /// If the tank is moved due to the result of this method, it will return true,
        /// otherwise it will be false
        ///
        /// Author John Santias and Hoang Nguyen October 2017
        ///
        /// </summary>
        /// <returns> Returns true if tank is moved, otherwise returns false </returns>
        public bool Gravity()
        {
            if (!Exists())
            {
                return(false);
            }
            Terrain t = game.GetLevel();
            int     x = GetX();
            int     y = GetYPos();

            if (t.CheckTankCollision(x, y + 1))
            {
                return(false);
            }
            else
            {
                tankY++;
                currentDur--;
                if (tankY == Terrain.HEIGHT - TankModel.HEIGHT)
                {
                    currentDur = 0;
                    return(true);
                }
            }
            return(true);
        }