private void ColButton_Click(object sender, EventArgs e) { ColButton buttonPressed = sender as ColButton; bool gameWon = false; int selectedCol = buttonPressed.Col; int lastRowInsertedTo = -1; if (coinFallTimer.Enabled == false && buttonPressed != null && !m_GameBoard.CheckIfBoardColumnFull(selectedCol)) { m_GameLogic.MakeMove(m_GameBoard, currentPlayerCoin, selectedCol, ref lastRowInsertedTo, ref gameWon); if (gameWon) { m_GameState = GameState.Victory; matchOver = true; } if (m_GameBoard.CheckIfBoardFull() && m_GameState == GameState.ContinuePlaying) { m_GameState = GameState.Tie; matchOver = true; } CoinFallingAnimation(buttonPressed.Col, lastRowInsertedTo, m_GameState); } }
private void InitColButtons(int Col) { r_ColumnButtons.Capacity = Col; int yPosition = 0; int nextXPosition = 0; for (int i = 0; i < r_ColumnButtons.Capacity; i++) { ColButton newColButton = new ColButton(nextXPosition, yPosition, i); newColButton.Click += ColButton_Click; r_ColumnButtons.Add(newColButton); nextXPosition += Properties.Resources.EmptyCell.Size.Width; } }