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(); }