public FormGame() { InitializeComponent(); //Declare Doublebuffering for all Highmovment pannels typeof(Panel).InvokeMember("DoubleBuffered", BindingFlags.SetProperty | BindingFlags.Instance | BindingFlags.NonPublic, null, PnlBackSplash, new object[] { true }); typeof(Panel).InvokeMember("DoubleBuffered", BindingFlags.SetProperty | BindingFlags.Instance | BindingFlags.NonPublic, null, PnlFight, new object[] { true }); typeof(Panel).InvokeMember("DoubleBuffered", BindingFlags.SetProperty | BindingFlags.Instance | BindingFlags.NonPublic, null, PnlShoot, new object[] { true }); typeof(Panel).InvokeMember("DoubleBuffered", BindingFlags.SetProperty | BindingFlags.Instance | BindingFlags.NonPublic, null, PnlHome, new object[] { true }); random = new Random(); var RedAxis = new Random(); ThemeBlue(); // Declare all columns, radius and row variables for the hexagonal backsplash var shapeback = new Backsplash { BackRow = 1, BackColumn = 1, BackRadius = 50, }; // Generate hexagons that are in the ranges specified for the backsplash for (int i = -2; i <= 2; i++) { for (int j = -3; j <= 3; j++) { if (j - i <= 2 && i - j <= 2) { var hexagon = new Hexagon { Row = i, Column = j, Radius = 50, }; hexagons.Add(hexagon); } } } // Rangomly generate the Artillery redblocks position for (int i = 0; i < 17; i++) { redblocks[i] = new Artilltery(random, i); } }
//Method for when the Artillery game is Triggered public void ArtilleryGameTriggered() { LblFortify.Visible = false; PnlFight.Location = new Point(0, 60); GameBoot(); TmrArtilleryTicks.Enabled = true; TmrShellMove.Enabled = true; LblPlayerOneName.Visible = false; LblPlayerTwoName.Visible = false; PnlFight.Visible = true; PBPlayerOne.Visible = false; PBPlayerTwo.Visible = false; for (int i = 0; i < 17; i++) { redblocks[i] = new Artilltery(random, i); } artilleryTarget.TargetPosX = 5000; YouMissedLBL.Visible = false; }