private void timer1_Tick(object sender, EventArgs e) { if (currentGame.ProcessWeaponEffects() == false) { currentGame.GravityStep(); DrawBackground(); DrawGameplay(); displayPanel.Invalidate(); if (currentGame.GravityStep() == true) { return; } else { timer1.Enabled = false; if (currentGame.FinishTurn() == true) { NewTurn(); } else { Dispose(); currentGame.NextRound(); return; } } } else { DrawGameplay(); displayPanel.Invalidate(); return; } }
private void timer1_Tick(object sender, EventArgs e) { Debug.WriteLine("TimerEventProcessor start"); if (!currentGame.ProcessWeaponEffects()) { Debug.WriteLine("if (!currentGame.ProcessWeaponEffects())"); currentGame.CalculateGravity(); DrawBackground(); DrawGameplay(); displayPanel.Invalidate(); if (currentGame.CalculateGravity()) { Debug.WriteLine("return calculated gravity"); return; } else { Debug.WriteLine("disable timer"); timer1.Enabled = false; if (currentGame.TurnOver()) { NewTurn(); Debug.WriteLine("Newturn done"); } else { Debug.WriteLine("turn over not done"); Dispose(); currentGame.NextRound(); return; } } } else { Debug.WriteLine("else processing"); DrawGameplay(); displayPanel.Invalidate(); return; } }