private void timer1_Tick(object sender, EventArgs e) { if (game.MoveDownCheck(current, canvus)) { current.MoveDown(); } else { if (current.isBomb) { game.Bombard(current, canvus); } else { game.FixCube(current, canvus); game.ClearLine(canvus, ref score); } pictureBox1.Refresh(); current = next; next = game.RandomPattern2(); End_Paint(); Next_Paint(); Score_Paint(); } All_Paint(pe); }
private void timer1_Tick(object sender, EventArgs e) { if (lgame.MoveDownCheck(lcurrent, lcanvus)) { lcurrent.MoveDown(); } else { lgame.FixCube(lcurrent, lcanvus); lgame.ClearLine(lcanvus, ref lscore); pictureBox1.Refresh(); lcurrent = lnext; lnext = lgame.RandomPattern(); if (timer1.Enabled == true) { End_Paint(); } Next_paint(pictureBox3, lnext); Score_Paint("左", label1, lscore); } All_paint(lpe); if (rgame.MoveDownCheck(rcurrent, rcanvus)) { rcurrent.MoveDown(); } else { rgame.FixCube(rcurrent, rcanvus); rgame.ClearLine(rcanvus, ref rscore); pictureBox2.Refresh(); rcurrent = rnext; rnext = rgame.RandomPattern(); if (timer1.Enabled == true) { End_Paint(); } Next_paint(pictureBox4, rnext); Score_Paint("右", label2, rscore); } All_paint(rpe); }
//计时器 每秒刷新一次界面 private void timer_Tick(object sender, EventArgs e) { if (game.MoveDownCheck(current, canvus)) { current.MoveDown(); } else { game.FixCube(current, canvus); game.ClearLine(canvus, ref score); SendScore(); pictureBox1.Refresh(); current = next; next = game.RandomPattern(); Next_Paint(); Score_Paint(); End_Paint(); } SendState(); SendCurrent(); All_Paint(pe); FriendAllPaint(pe); }
private void GameTimer_Tick(object sender, EventArgs e) { this.lvl = (this.totalCompletedRows / 10) + 1; this.level.Content = "" + lvl; if (this.lvl >= 10) { this.startColor.Color = Colors.Red; } else if (this.lvl >= 5) { this.startColor.Color = Colors.OrangeRed; } if (waitTime == 0) { this.myGameCanvas.Opacity = 1; this.gradient.Opacity = .6; this.grid.Opacity = .6; this.status.Content = ""; this.status.Opacity = 0; this.wait.Content = ""; this.wait.Opacity = 0; Boolean spawnAnother = true; fallingPattern.MoveDown(); if (!fallingPattern.Stopped) { spawnAnother = false; } if (fallingPattern.IsTop()) { lost = true; } if (lost) { if (Int32.Parse(bestScore.Content.ToString()) < this.curScore) { this.bestScore.Content = "" + this.curScore; } this.gameTimer.IsEnabled = false; this.myGameCanvas.Opacity = .6; this.gradient.Opacity = .3; this.grid.Opacity = .3; this.status.Content = "Game Over! \nPress R to \nplay again."; this.status.Opacity = 1; } if (spawnAnother && !lost) { UpdateGame(); this.gameTimer.Interval = getTimeSpan(); SpawnNext(); } } else { this.myGameCanvas.Opacity = .6; this.gradient.Opacity = .3; this.grid.Opacity = .3; this.wait.Opacity = 1; this.status.Opacity = 0; this.wait.Content = "" + this.waitTime; this.waitTime--; } }