public MoleShooter() { InitializeComponent(); this.SetStyle( System.Windows.Forms.ControlStyles.UserPaint | System.Windows.Forms.ControlStyles.AllPaintingInWmPaint | System.Windows.Forms.ControlStyles.OptimizedDoubleBuffer, true); _mole = new CMole() { Left = 300, Top = 450 }; _scoreframe = new CScoreFrame() { Left = 10, Top = 10 }; _sign = new CSign() { Left = 580, Top = 192 }; _splat = new CSplat(); Bitmap b = new Bitmap(Resources.Site); this.Cursor = CustomeCursor.CreateCursor(b, b.Height / 2, b.Width / 2); }
//The game program is not executed as sequential but by timer public MoleShooter() { //Don't put anything before InitializeComponent(). InitializeComponent(); //need this code to make the form update smoothly this.SetStyle( System.Windows.Forms.ControlStyles.UserPaint | System.Windows.Forms.ControlStyles.AllPaintingInWmPaint | System.Windows.Forms.ControlStyles.OptimizedDoubleBuffer, true); //Update the initial position of the mole when the game is loaded //_mole position will be changed during the game //Outer class ( Mole Shooter) creates the cointained class ( CMole) upon start-up //If we did not, the _mole would begin life as a null reference _mole = new CMole() { Left = 300, Top = 450 }; //intialize the initial position of _scoreFrame and _sign //these positons will be fixed during playing game //Outer class ( Mole Shooter) creates the cointained classes (_scoreframe and _sign) upon start-up //If we did not, the _scoreframe and _sign would begin life as a null reference _scoreframe = new CScoreFrame() { Left = 10, Top = 10 }; _sign = new CSign() { Left = 580, Top = 192 }; //_splat positon will be updated in Hit() method //Outer class ( Mole Shooter) creates the contained class ( _splat) upon start-up //If we did not, the _splat would begin life as a null reference _splat = new CSplat(); //Create Scope Site //the center point is ( b.Height/2, b.Width/2) Bitmap b = new Bitmap(Resources.Site); this.Cursor = CustomeCursor.CreateCursor(b, b.Height / 2, b.Width / 2); }