private void FinishNextPhase()
        {
            PhaseTimer.Stop();

            GameState.CurrentSpeed      = PhaseSpeed;
            GameState.ShowCorrectSquare = false;

            InitializeLoadingBar();

            SetZulrahImage();

            SetInformationLabels(Rotation.CurrentPhase.PlayerBlockIDs.Count > 1);

            lblTimeLeft.Location = new Point(731, 39);
            lblTimeLeft.Font     = new Font(lblTimeLeft.Font.FontFamily, 20.25f);
            lblTimeLeft.Text     = "";

            PhaseTimer.Tick -= PhaseTimer_TickDown;
            PhaseTimer.Tick += PhaseTimer_TickUp;

            loadingBar.BackColor = Color.FromArgb(46, 252, 56);

            Refresh();

            PhaseTimer.Start();
        }
        private void PreNextPhase()
        {
            lblTimeLeft.Location = new Point(686, 51);
            lblTimeLeft.Font     = new Font(lblTimeLeft.Font.FontFamily, 12);
            lblTimeLeft.Text     = "Next Phase...";

            PhaseTimer.Tick -= PhaseTimer_TickUp;
            PhaseTimer.Tick += PhaseTimer_TickDown;

            GameState.CurrentSpeed = NextPhaseSpeed;

            loadingBar.BackColor = Color.Blue;
            pbZulrah.Visible     = false;

            InitializeLoadingBar();

            PhaseTimer.Start();
        }
        public void StepThroughBlocks()
        {
            PhaseTimer.Stop();

            GameState.PhaseBlock++;

            GameState.CurrentSpeed = PhaseStepSpeed;

            SetInformationLabels(true);

            InitializeLoadingBar();

            PhaseTimer.Start();

            if (GameState.Debug_mode)
            {
                Refresh();
            }
        }
        private void StartTimer()
        {
            InitializeLoadingBar();

            PhaseTimer.Start();
        }