// // // private void StopGoToggle() { if (this.TetrixState == TetrixStateEnum.StartedState) { TetrixState = TetrixStateEnum.PausedState; timer1.Enabled = false; btnStopGo.Visible = true; btnQuit.Visible = true; radioButton1.Visible = true; radioButton2.Visible = true; radioButton3.Visible = true; btnStopGo.Focus(); } else if ((this.TetrixState == TetrixStateEnum.StoppedState)) { NewGame(); TetrixState = TetrixStateEnum.StartedState; timer1.Enabled = true; btnStopGo.Visible = false; btnQuit.Visible = false; radioButton1.Visible = false; radioButton2.Visible = false; radioButton3.Visible = false; Focus(); } else if ((this.TetrixState == TetrixStateEnum.PausedState)) { TetrixState = TetrixStateEnum.StartedState; timer1.Enabled = true; btnStopGo.Visible = false; btnQuit.Visible = false; radioButton1.Visible = false; radioButton2.Visible = false; radioButton3.Visible = false; Focus(); } else if ((this.TetrixState == TetrixStateEnum.GameOverState)) { TetrixState = TetrixStateEnum.StoppedState; timer1.Enabled = false; btnStopGo.Visible = true; btnStopGo.Text = "New Game"; btnQuit.Visible = true; radioButton1.Visible = true; radioButton2.Visible = true; radioButton3.Visible = true; this.Focus(); } else { throw new Exception("Tetrix in unknown State (1)"); } }
// // Method: NewGame(); // private void NewGame() { TetrixState = TetrixStateEnum.StoppedState; m_objEngine = new Engine(ROWS, COLS); m_intShape = m_objEngine.GetShape(); m_intShapeHeight = m_objEngine.ShapeHeight; m_intShapeWidth = m_objEngine.ShapeWidth; timer1.Interval = TIMER_START; m_intScore = 0; m_intLevel = 1; m_intRowCount = 0; m_intShapeCount = 0; Refresh(); }
// // // private void GameOver() { this.TetrixState = TetrixStateEnum.GameOverState; StopGoToggle(); MessageBox.Show("No more valid moves can be made!", "Game over!"); }