Start() private method

private Start ( ) : void
return void
Example #1
0
 private void FinishMessageAction()
 {
     FinishMessage.Visible = false;
     LoadNextLevel();
     isMessageShowed = false;
     GameTime.Start();
 }
Example #2
0
        private void StartGame()
        {
            FreezeTime.Start();
            GameTime.Start();
            Start.Start();
            lbl_ScoreCounter.Text = "0";
            lbl_FreezeTime.Text   = "5";
            lbl_moves.Text        = "0";
            lbl_PlayerName.Text   = OPlayer.Name;
            lbl_size.Text         = SIZE.ToString();
            Board = new Board[SIZE, SIZE];

            for (int i = 0; i < SIZE; i++)
            {
                for (int j = 0; j < SIZE; j++)
                {
                    PictureBox Pictureboxs = new PictureBox();
                    Pictureboxs.Name                  = "pic_" + i.ToString() + "-" + j.ToString();
                    Pictureboxs.Location              = new Point(i * 105, j * 155);
                    Pictureboxs.Size                  = new Size(100, 150);
                    Pictureboxs.Parent                = this;
                    Pictureboxs.Tag                   = SetRandomImages();
                    Pictureboxs.BackgroundImage       = Image.FromFile(Pictureboxs.Tag.ToString());
                    Pictureboxs.BackgroundImageLayout = ImageLayout.Stretch;
                    Pictureboxs.Enabled               = false;
                    Pictureboxs.Click                += new EventHandler(btnClick);

                    Board[i, j]            = new Board();
                    Board[i, j].PictureBox = Pictureboxs;
                }
            }
        }
Example #3
0
        static void Main(string[] args)
        {
            // initialize window and view
            win  = new RenderWindow(new VideoMode((uint)windowSize.X, (uint)windowSize.Y), "Hadoken!!!");
            view = new View();
            ResetView();
            gui = new GUI(win, view);

            // prevent window resizing
            win.Resized += (sender, e) => { (sender as Window).Size = windowSize; };

            // exit Program, when window is being closed
            //win.Closed += new EventHandler(closeWindow);
            win.Closed += (sender, e) => { (sender as Window).Close(); };

            // initialize GameState
            HandleNewGameState();

            // initialize GameTime
            GameTime = new GameTime();
            GameTime.Start();

            // debug Text
            Text debugText = new Text("debug Text", new Font("Fonts/calibri.ttf"));

            while (running && win.IsOpen())
            {
                KeyboardInputManager.Update();

                // update GameTime
                GameTime.Update();
                float deltaTime = (float)GameTime.EllapsedTime.TotalSeconds;

                currentGameState = state.Update(deltaTime);

                if (currentGameState != prevGameState)
                {
                    HandleNewGameState();
                }

                // gather drawStuff from State
                win.Clear(new Color(100, 149, 237));    //cornflowerblue ftw!!! 1337
                state.Draw(win, view, deltaTime);
                state.DrawGUI(gui, deltaTime);

                // some DebugText
                debugText.DisplayedString = "fps: " + (1.0F / deltaTime);
                win.Draw(debugText);

                // do the actual drawing
                win.SetView(view);
                win.Display();

                // check for window-events. e.g. window closed
                win.DispatchEvents();
                Update_view();
            }
        }
Example #4
0
        public static string rootPath = "../../"; // path for development version
        //public static string rootPath = ""; // path for shipping version

        static void Main(string[] args)
        {
            // initialize window and view
            win  = new RenderWindow(new VideoMode(800, 600), "2D Game Project");
            view = new View();
            resetView();
            gui = new GUI(win, view);

            Text debugText = new Text("", calibriFont);

            debugText.Color = new Color(252, 143, 80);

            // exit Program, when window is being closed
            //win.Closed += new EventHandler(closeWindow);
            win.Closed += (sender, e) => { (sender as Window).Close(); };

            // initialize GamePadInputManager, in case, there are GamePads connected
            gamePadInputManager = new GamePadInputManager();

            // initialize GameState
            handleNewGameState();

            // initialize GameTime
            gameTime = new GameTime();
            gameTime.Start();

            while (running && win.IsOpen())
            {
                gamePadInputManager.update();
                // TODO: reevaluate gamepads every once in a while

                currentGameState = state.update();

                if (currentGameState != prevGameState)
                {
                    handleNewGameState();
                }

                // draw current frame
                win.Clear(new Color(100, 149, 237));    //cornflowerblue ftw!!! 1337
                state.draw(win, view);
                state.drawGUI(gui);
                {   //HACK
                    debugText.DisplayedString  = "fps:" + (1.0 / gameTime.EllapsedTime.TotalSeconds);
                    debugText.DisplayedString += "\ntest";
                    gui.draw(debugText);
                }
                win.SetView(view);
                win.Display();

                // check for window-events. e.g. window closed
                win.DispatchEvents();

                // update GameTime
                gameTime.Update();
            }
        }
Example #5
0
 private void InitialiseForm()
 {
     CurrentPath = new DirectoryInfo(Directory.GetCurrentDirectory()).FullName.ToString();
     GetAllSprites();
     Map    = new Map();
     player = new Player(Map.StartPosition, sizeValue);
     camera = new Rectangle(new Point(0, 0), Screen.Size);
     GameTime.Start();
     Cursor.Hide();
     TimeLabel.Font = new Font("Calibri", 48F * Screen.Width / 1920, FontStyle.Bold, GraphicsUnit.Point);
 }
Example #6
0
 public GamePanel() : base()
 {
     this.DoubleBuffered = true;
     buffedContext       = BufferedGraphicsManager.Current;
     _gameTime           = new GameTime();
     gameState           = new GameWorldState(this, _gameTime);
     inputManager        = new InputManager(gameState);
     _gameTime.Interval  = 1000 / 80;
     _gameTime.Tick     += _gameTime_Tick;
     _gameTime.Start();
 }
Example #7
0
        private void GameRestart()
        {
            player.Left = 114;
            player.Top  = 377;

            enemy1.Left = 221;
            enemy1.Top  = 406;


            GameTime.Start();
        }
Example #8
0
        public Form1()
        {
            InitializeComponent();

            new Settings();

            GameTime.Interval = 1000 / Settings.Speed;
            GameTime.Tick    += UpdateScreen;
            GameTime.Start();

            StartGame();
        }
Example #9
0
        private void BeginServerLoop()
        {
            _netThread = new Thread(() =>
            {
                float millisecondsPerUpdate = 1000f / Settings.TickRate;
                float nextUpdateTime        = 0;
                var gameTime = new GameTime();

                gameTime.Start();

                while (!Server.ShutDown)
                {
                    if (gameTime.TotalElapsedTime >= nextUpdateTime)
                    {
                        _netHandler.Update();

                        nextUpdateTime = gameTime.TotalElapsedTime + millisecondsPerUpdate;

                        gameTime.Update();
                    }
                }
            });

            _worldThread = new Thread(() =>
            {
                float millisecondsPerUpdate = 1000f / Settings.TickRate;
                float nextUpdateTime        = 0;
                var gameTime = new GameTime();

                gameTime.Start();

                while (!Server.ShutDown)
                {
                    if (gameTime.TotalElapsedTime >= nextUpdateTime)
                    {
                        Server.ServiceLocator.GetService <WorldManager>().Update(gameTime);

                        GameTimerManager.Instance.Update(gameTime);

                        nextUpdateTime = gameTime.TotalElapsedTime + millisecondsPerUpdate;

                        gameTime.Update();
                    }
                }

                // Save the game world
                Server.ServiceLocator.GetService <WorldManager>().Save();
            });

            _netThread.Start();
            _worldThread.Start();
        }
Example #10
0
        /// <summary>
        /// Start your game with this method.
        /// Starts the gametime, keeps the window open, dispatches the window events.
        /// Updates the gametime and the derived class aswell. Calls the draw method of the derived class and displays the window.
        /// </summary>
        public void run()
        {
            gameTime.Start();

            while (window.IsOpen())
            {
                window.DispatchEvents();
                gameTime.Update();

                update(gameTime);
                draw(gameTime, window);

                wheelDelta = 0;
                window.Display();
            }
        }
    public void Setup(int default_screen_w, int default_screen_h, int max_screen_w = 1920)
    {
        GameTime.Start();
        SetResolution(default_screen_w, default_screen_h, max_screen_w);

        AntiCheatManager.Instance.Setup();
        TimerManager.Instance.Setup();
        MultyBuildManager.Instance.Setup();
        ResourceManager.Instance.Setup();
        UIManager.Instance.Setup();
        DropSimulationManager.Instance.Setup();
        SoundManager.Instance.Setup();
        InputSimulateManager.Instance.Setup();
        InputSimulateManager.Instance.Enable = false;
        HttpDownloadManager.Instance.Setup();
        TransformerManager.Instance.Setup();
        ObjectManager.Instance.Setup();
    }
Example #12
0
        private void PlayingGame()
        {
            GameTime.Start();
            bool areGameBoardsReady = false;

            while (StatusOfGame == GameStatus.DuringGame)
            {
                DisplayBoardContent();
                if (!areGameBoardsReady)
                {
                    areGameBoardsReady = gameStarter.PreparingToPlayGame();
                }

                else
                {
                    PlayingRound();
                }
            }
            GameTime.Stop();
        }
Example #13
0
        public override EGameStates update(GameTime gameTime)
        {
            Vec2f mousepos = Game.mouseInput.getMousePos();

            inGameButton  = false;
            creditsButton = false;
            exitButton    = false;
            highscore     = false;

            if (button_x <= mousepos.X && mousepos.X <= button_x + button_width)
            {
                if (button_y_distance <= mousepos.Y && mousepos.Y <= button_y_distance + button_height)
                {
                    inGameButton = true;
                    if (Game.mouseInput.leftClicked() || Game.joystickInput.isClicked(JoystickButton.A))
                    {
                        gameTime.Stop();
                        gameTime.Start();
                        return(EGameStates.InGame);
                    }
                }
                else if (button_y_distance * 2 + button_height <= mousepos.Y && mousepos.Y <= button_y_distance * 2 + button_height * 2)
                {
                    creditsButton = true;
                    if (Game.mouseInput.leftClicked() || Game.joystickInput.isClicked(JoystickButton.A))
                    {
                        return(EGameStates.Credits);
                    }
                }
                else if (button_y_distance * 3 + button_height * 2 <= mousepos.Y && mousepos.Y <= button_y_distance * 3 + button_height * 3)
                {
                    highscore = true;
                    if (Game.mouseInput.leftClicked() || Game.joystickInput.isClicked(JoystickButton.A))
                    {
                        return(EGameStates.Score);
                    }
                }
                else if (button_y_distance * 4 + button_height * 3 <= mousepos.Y && mousepos.Y <= button_y_distance * 4 + button_height * 4)
                {
                    exitButton = true;
                    if (Game.mouseInput.leftClicked() || Game.joystickInput.isClicked(JoystickButton.A))
                    {
                        return(EGameStates.Exit);
                    }
                }
            }

            player.update(gameTime);
            player.Position = playerPos;
            entities.AddRange(player.spawnNewEnemy());

            for (int i = entities.Count - 1; i >= 0; --i)
            {
                entities[i].update(gameTime);

                if (entities.ElementAt(i).ToDelete)
                {
                    entities[i].onDeath();
                    entities.RemoveAt(i);
                }
            }


            List <Keyboard.Key> pressedKeys = Game.keyboardInput.allClickedKeys();

            if (pressedKeys.Count != 0)
            {
                if (pressedKeys[0] != Keyboard.Key.Escape && pressedKeys[0] != Keyboard.Key.Back)
                {
                    Game.playerName += keyToChar(pressedKeys[0], Game.keyboardInput.isPressed(Keyboard.Key.RShift) || Game.keyboardInput.isPressed(Keyboard.Key.LShift));
                }
            }
            if (Game.keyboardInput.isClicked(Keyboard.Key.Back) && Game.playerName.Length > 0)
            {
                Game.playerName = Game.playerName.Substring(0, Game.playerName.Length - 1);
            }



            if (Game.keyboardInput.isClicked(Keyboard.Key.Escape))
            {
                return(EGameStates.Exit);
            }

            return(EGameStates.MainMenu);
        }
Example #14
0
        static void Main(string[] args)
        {
            // init screen related constants
            Constants.windowSizeY = (int)VideoMode.DesktopMode.Height;
            Constants.windowSizeX = Constants.windowSizeY * 4 / 3;
            Constants.windowScaleFactor = Constants.windowSizeY / 600f;
            Constants.screenRatio = (float)Constants.windowSizeY / Constants.windowSizeX;
            Constants.worldToScreenRatio = Constants.windowSizeX / Constants.worldSizeX;
            Constants.worldSizeY = Constants.worldSizeX * Constants.screenRatio;

            // initialize window and view
            win = new RenderWindow(new VideoMode((uint)Constants.windowSizeX, (uint)Constants.windowSizeY), "Shøøp");
            view = new View();
            resetView();
            gui = new GUI(win, view);

            // exit Program, when window is being closed
            //win.Closed += new EventHandler(closeWindow);
            win.Closed += (sender, e) => { (sender as Window).Close(); };

            // initialize GameState
            handleNewGameState();

            // initialize GameTime
            gameTime = new GameTime();
            float deltaTime = 0f;
            gameTime.Start();
            while (running && win.IsOpen())
            {
            //		gameTime.Update();

                GamePadInputManager.update();
                KeyboardInputManager.update();

                if (currentGameState == GameState.InGame) { inGameFrameCount++; }
                currentGameState = state.update(deltaTime * Constants.gameSpeedFactor);

                if (currentGameState != prevGameState)
                {
                    handleNewGameState();
                }

                // draw current frame
                win.Clear(new Color(100, 149, 237));    //cornflowerblue ftw!!! 1337
                state.draw(win, view);
                state.drawGUI(gui);

                win.SetView(view);
                win.Display();

                // check for window-events. e.g. window closed
                win.DispatchEvents();

                System.Threading.Thread.Sleep(5);
                // update GameTime
                gameTime.Update();
                deltaTime = (float)gameTime.EllapsedTime.TotalSeconds;
            //	int waitTime = (int)(16.667f - gameTime.EllapsedTime.TotalMilliseconds);
            //	if (waitTime > 0) System.Threading.Thread.Sleep(waitTime);
            //	win.SetTitle(waitTime.ToString());
            //	win.SetTitle((count/60f).ToString("0.0") + " | " + gameTime.TotalTime.TotalSeconds.ToString("0.0"));
            }
        }
Example #15
0
        static void Main(string[] args)
        {
            // initialize window and view
            win  = new RenderWindow(new VideoMode((uint)windowSize.X, (uint)windowSize.Y), "RAMification!!!");
            view = new View();
            ResetView();
            gui = new GUI(win, view);

            // prevent window resizing
            win.Resized += (sender, e) => { (sender as Window).Size = windowSize; };

            // exit Program, when window is being closed
            //win.Closed += new EventHandler(closeWindow);
            win.Closed += (sender, e) => { (sender as Window).Close(); };

            // initialize GameState
            HandleNewGameState();

            // initialize GameTime
            GameTime = new GameTime();
            GameTime.Start();
            logger = Logger.Instance;
            // TODO: set level to 0 and writemodes to false
            logger.SetLevel(0);
            // writeToFile should be optional
            logger.SetWriteMode(false, false);

            // debug Text
            Text debugText = new Text("debug Text", new Font("Assets/Fonts/calibri.ttf"));

            win.SetMouseCursorVisible(false);

            while (running && win.IsOpen())
            {
                KeyboardInputManager.Update();

                // update GameTime
                GameTime.Update();
                float deltaTime = (float)GameTime.EllapsedTime.TotalSeconds;
                // logger needs Timespan for Timestamp!
                logger.UpdateTime(GameTime.TotalTime);
                currentGameState = state.Update(win, deltaTime);

                if (currentGameState != prevGameState)
                {
                    HandleNewGameState();
                }

                // gather drawStuff from State
                win.Clear(new Color(0, 0, 0));    //cornflowerblue ftw!!! 1337
                state.Draw(win, view, deltaTime);
                state.DrawGUI(gui, deltaTime);

                // some DebugText
                //debugText.DisplayedString = "fps: " + (1.0F / deltaTime);
                //gui.Draw(debugText);

                // do the actual drawing
                win.SetView(view);
                win.Display();

                // check for window-events. e.g. window closed
                win.DispatchEvents();
                Update_view();
            }
        }
Example #16
0
        private void GameScreen_Load(object sender, EventArgs e)
        {
            Random RandomSpawn = new Random();

            music1 = new SoundPlayer(Miner.Properties.Resources.music1);
            music2 = new SoundPlayer(Miner.Properties.Resources.music2);

            PlayerStandSmokeAnimation[0] = Miner.Properties.Resources.Smoke1;
            PlayerStandSmokeAnimation[1] = Miner.Properties.Resources.Smoke2;
            PlayerStandSmokeAnimation[2] = Miner.Properties.Resources.Smoke3;
            PlayerStandSmokeAnimation[3] = Miner.Properties.Resources.Smoke4;
            PlayerStandSmokeAnimation[4] = Miner.Properties.Resources.Smoke5;
            PlayerStandSmokeAnimation[5] = Miner.Properties.Resources.Smoke6;

            AnimationStar[0] = Miner.Properties.Resources.Star1;
            AnimationStar[1] = Miner.Properties.Resources.Star2;
            AnimationStar[2] = Miner.Properties.Resources.Star3;
            AnimationStar[3] = Miner.Properties.Resources.Star4;
            AnimationStar[4] = Miner.Properties.Resources.Star5;
            AnimationStar[5] = Miner.Properties.Resources.Star6;
            if (Style3DClick)
            {
                Earth     = Miner.Properties.Resources.Earth3D;
                Gold      = Miner.Properties.Resources.Gold3D;
                TimeLock  = Miner.Properties.Resources.TimeLock3D;
                Sprint    = Miner.Properties.Resources.Sprint3D;
                Music     = Miner.Properties.Resources.Music3D;
                Mine      = Miner.Properties.Resources.Mine3D;
                Obsidian  = Miner.Properties.Resources.Obsidian3D;
                TrueSight = Miner.Properties.Resources.TrueSight3D;
            }
            TheGold = 0;
            string[] SettingString = Miner.Properties.Resources.Settings.Split(new string[] { "\r\n" }, StringSplitOptions.RemoveEmptyEntries);
            for (int i = 0; i < SettingString.Length; i++)
            {
                string[] splitString = SettingString[i].Split(new string[] { " = " }, StringSplitOptions.RemoveEmptyEntries);
                SettingString[i] = splitString[1];
            }
            ManyGeneration  = Convert.ToInt32(SettingString[0]);
            RuneGeneration  = Convert.ToInt32(SettingString[1]);
            PlayerTime      = 0;
            BrushTextScreen = new SolidBrush(Color.White);
            FontTextScreen  = new Font(SettingString[2], Convert.ToInt32(SettingString[3]));
            BlockSize       = (Height / Convert.ToInt32(SettingString[5]));
            TimeRune        = Convert.ToInt32(SettingString[6]);
            PlayerSpeed     = (BlockSize * 0.05) * Convert.ToDouble(SettingString[4]);
            TimeSmoke       = Convert.ToInt32(SettingString[7]);
            timeJump        = Convert.ToInt32(SettingString[8]);
            PlayerSpeedRune = BlockSize * Convert.ToDouble(SettingString[9]);
            MineGeneration  = Convert.ToInt32(multiplication * Convert.ToDouble(SettingString[10]));
            block           = new GameBlock[BlockHeight, BlockWidth];

            for (int i = 0; i < BlockHeight; i++)
            {
                for (int j = 0; j < BlockWidth; j++)
                {
                    if (i <= HeightBlockSky)
                    {
                        if (i != HeightBlockSky)
                        {
                            block[i, j].impact = false;
                            block[i, j].type   = TypeBlock.Sky;
                            block[i, j].path   = new GraphicsPath();
                        }
                        else
                        {
                            block[i, j].impact = false;
                            block[i, j].type   = TypeBlock.Grass;
                            block[i, j].path   = new GraphicsPath();
                        }
                    }
                    else
                    {
                        block[i, j].impact = true;
                        if (RandomSpawn.Next(1001) > MineGeneration)
                        {
                            block[i, j].type = TypeBlock.Earth;
                        }
                        else
                        {
                            block[i, j].type = TypeBlock.Mine;
                        }
                        block[i, j].path = new GraphicsPath();
                        if (PlayerName == "test" && i == HeightBlockSky + 1)
                        {
                            block[i, j].type = TypeBlock.Sprint;
                        }
                    }
                    if (i == 0 || i == BlockHeight - 1 || j == 0 || j == BlockWidth - 1)
                    {
                        block[i, j].impact = true;
                    }
                    block[i, j].points = new Point[4];
                }
            }
            for (int i = HeightBlockSky + 6; i < BlockHeight - 2; i += 5)
            {
                for (int j = 0; j < ManyGeneration; j++)
                {
                    int SaveRandom = RandomSpawn.Next(3, BlockWidth - 3);
                    block[i, BlockWidth - SaveRandom].type     = TypeBlock.Gold;
                    block[i, BlockWidth - SaveRandom - 1].type = TypeBlock.Gold;
                    block[i, BlockWidth - SaveRandom + 1].type = TypeBlock.Gold;
                    block[i, BlockWidth - SaveRandom + 2].type = TypeBlock.Gold;
                    block[i + RandomSpawn.Next(-1, 2), BlockWidth - SaveRandom].type     = TypeBlock.Gold;
                    block[i + RandomSpawn.Next(-1, 2), BlockWidth - SaveRandom - 1].type = TypeBlock.Gold;
                    block[i + RandomSpawn.Next(-1, 2), BlockWidth - SaveRandom + 1].type = TypeBlock.Gold;
                    block[i + RandomSpawn.Next(-1, 2), BlockWidth - SaveRandom + 2].type = TypeBlock.Gold;
                }
            }
            for (int i = HeightBlockSky + 3; i < BlockHeight; i++)
            {
                for (int j = 0; j < BlockWidth; j++)
                {
                    if (i != 0 || i != BlockHeight - 1 || j != 0 || j != BlockWidth - 1)
                    {
                        if (RandomSpawn.Next(1001) < RuneGeneration)
                        {
                            int saveRandom = RandomSpawn.Next(30);
                            if (saveRandom >= 10)
                            {
                                block[i, j].type = TypeBlock.Music;
                            }
                            else
                            {
                                if (saveRandom >= 5)
                                {
                                    block[i, j].type = TypeBlock.TrueSight;
                                }
                                else
                                {
                                    if (saveRandom >= 3)
                                    {
                                        block[i, j].type = TypeBlock.TimeLock;
                                    }
                                    else
                                    {
                                        block[i, j].type = TypeBlock.Sprint;
                                    }
                                }
                            }
                        }
                    }
                }
            }
            for (int i = 0; i < BlockHeight; i++)
            {
                block[i, 0].type = TypeBlock.Obsidian;
                block[i, BlockWidth - 1].type = TypeBlock.Obsidian;
            }
            for (int i = 0; i < BlockWidth; i++)
            {
                block[0, i].type = TypeBlock.Obsidian;
                block[BlockHeight - 1, i].type = TypeBlock.Obsidian;
            }
            for (int i = 0; i < BlockHeight; i++)
            {
                for (int j = 0; j < BlockWidth; j++)
                {
                    if (block[i, j].type == TypeBlock.Gold)
                    {
                        TheGold++;
                    }
                }
            }
            pointsLeftImpact  = new Point[4];
            pointsRightImpact = new Point[4];
            pointsUpImpact    = new Point[2];
            pointsDownImpact  = new Point[2];

            pointsUpImpact[0] = new Point(Width / 2 - (int)(BlockSize / 3), Height / 2 - (int)(BlockSize * 1.4));
            pointsUpImpact[1] = new Point(Width / 2 + (int)(BlockSize / 3), Height / 2 - (int)(BlockSize * 1.4));

            pointsDownImpact[0] = new Point(Width / 2 - (int)(BlockSize / 3), Height / 2 + (int)(BlockSize * 1.4));
            pointsDownImpact[1] = new Point(Width / 2 + (int)(BlockSize / 3), Height / 2 + (int)(BlockSize * 1.4));

            pointsLeftImpact[0] = new Point(Width / 2 - (int)(BlockSize / 2), Height / 2 - (int)(BlockSize * 1.25));
            pointsLeftImpact[1] = new Point(Width / 2 - (int)(BlockSize / 2), Height / 2 - (int)(BlockSize * 0.5));
            pointsLeftImpact[2] = new Point(Width / 2 - (int)(BlockSize / 2), Height / 2 + (int)(BlockSize * 0.5));
            pointsLeftImpact[3] = new Point(Width / 2 - (int)(BlockSize / 2), Height / 2 + (int)(BlockSize * 1.25));

            pointsRightImpact[0] = new Point(Width / 2 + (int)(BlockSize / 2), Height / 2 - (int)(BlockSize * 1.25));
            pointsRightImpact[1] = new Point(Width / 2 + (int)(BlockSize / 2), Height / 2 - (int)(BlockSize * 0.5));
            pointsRightImpact[2] = new Point(Width / 2 + (int)(BlockSize / 2), Height / 2 + (int)(BlockSize * 0.5));
            pointsRightImpact[3] = new Point(Width / 2 + (int)(BlockSize / 2), Height / 2 + (int)(BlockSize * 1.25));

            RangePick.Reset();
            RangePick.StartFigure();
            RangePick.AddRectangle(new Rectangle(Width / 2 - (int)(BlockSize * 2), Height / 2 - (int)(BlockSize * 2), (int)(BlockSize * 4), (int)(BlockSize * 4)));
            RangePick.CloseFigure();
            GameTime.Interval = 10;
            GameTime.Start();
        }