private void NetTrix_Activated(object sender, System.EventArgs e) { // This event occurs when the window receives back the focus after losing it to another window // So, we redraw the whole game field // Clear the game field PicBackground.Invalidate(); Application.DoEvents(); GameField.Redraw(); if (NextBlock != null) { NextBlock.Show(PicNextBlock.Handle); } }
private void CmdStart_Click(object sender, System.EventArgs e) { tmrGameClock.Enabled = true; CmdStart.Enabled = false; lblScoreValue.Text = "0"; PicBackground.Invalidate(); Application.DoEvents(); GameField.Reset(); GameField.Redraw(); CurrentBlock = new Block(new Point(GameField.SquareSize * 6, 50), Block.BlockTypes.Undefined); CurrentBlock.Show(PicBackground.Handle); NextBlock = new Block(new Point(20, 10), Block.BlockTypes.Undefined); NextBlock.Show(PicNextBlock.Handle); }
private void tmrGameClock_Tick(object sender, System.EventArgs e) { int erasedLines; if (stillProcessing) { return; } stillProcessing = true; //Manage the falling block if (!CurrentBlock.Down()) { if (CurrentBlock.Top() == 0) { tmrGameClock.Enabled = false; CmdStart.Enabled = true; MessageBox.Show("GAME OVER", ".NETTrix", MessageBoxButtons.OK, MessageBoxIcon.Stop); stillProcessing = false; return; } //increase score based on # of deleted lines erasedLines = GameField.CheckLines(); if (erasedLines > 0) { score += 100 * erasedLines; lblScoreValue.Text = score.ToString(); //Clear the game field and force the window to re-paint PicBackground.Invalidate(); Application.DoEvents(); GameField.Redraw(); } //Replace the current block... CurrentBlock = new Block(new Point(GameField.SquareSize * 6, 0), NextBlock.BlockType); CurrentBlock.Show(PicBackground.Handle); //Create the Next block NextBlock.Hide(PicNextBlock.Handle); NextBlock = new Block(new Point(20, 10), Block.BlockTypes.Undefined); NextBlock.Show(PicNextBlock.Handle); } stillProcessing = false; }
private void CmdStart_Click(object sender, System.EventArgs e) { tmrGameClock.Enabled = true; CmdStart.Enabled = false; lblScoreValue.Text = "0"; // Clean the game field PicBackground.Invalidate(); Application.DoEvents(); GameField.Reset(); GameField.Redraw(); // Create and show the current and next blocks CurrentBlock = new Block(new Point(GameField.SquareSize * 6, 50), Block.BlockTypes.Undefined); CurrentBlock.Show(PicBackground.Handle); NextBlock = new Block(new Point(20, 10), Block.BlockTypes.Undefined); NextBlock.Show(PicNextBlock.Handle); }
private void tmrGameClock_Tick(object sender, System.EventArgs e) { int erasedLines; if (stillProcessing) return; stillProcessing = true; //Manage the falling block if (!CurrentBlock.Down()) { if (CurrentBlock.Top() == 0) { tmrGameClock.Enabled = false; CmdStart.Enabled = true; MessageBox.Show("GAME OVER", ".NETTrix", MessageBoxButtons.OK, MessageBoxIcon.Stop); stillProcessing = false; return; } //increase score based on # of deleted lines erasedLines = GameField.CheckLines(); if (erasedLines > 0) { score += 100 * erasedLines; lblScoreValue.Text = score.ToString(); //Clear the game field and force the window to re-paint PicBackground.Invalidate(); Application.DoEvents(); GameField.Redraw(); } //Replace the current block... CurrentBlock = new Block(new Point(GameField.SquareSize*6,0), NextBlock.BlockType); CurrentBlock.Show(PicBackground.Handle); //Create the Next block NextBlock.Hide(PicNextBlock.Handle); NextBlock = new Block(new Point(20,10), Block.BlockTypes.Undefined); NextBlock.Show(PicNextBlock.Handle); } stillProcessing = false; }
private void tmrGameClock_Tick(object sender, System.EventArgs e) { int erasedLines; if (stillProcessing) return; stillProcessing = true; if (!CurrentBlock.Down()) { if (CurrentBlock.Top() == 0) { tmrGameClock.Enabled = false; CmdStart.Enabled = true; MessageBox.Show("GAME OVER", ".NETTrix", MessageBoxButtons.OK, MessageBoxIcon.Stop); stillProcessing = false; return; } erasedLines = GameField.CheckLines(); if (erasedLines > 0) { score += 100 * erasedLines; lblScoreValue.Text = score.ToString(); PicBackground.Invalidate(); Application.DoEvents(); GameField.Redraw(); } CurrentBlock = new Block(new Point(GameField.SquareSize*6,0), NextBlock.BlockType); CurrentBlock.Show(PicBackground.Handle); NextBlock.Hide(PicNextBlock.Handle); NextBlock = new Block(new Point(20,10), Block.BlockTypes.Undefined); NextBlock.Show(PicNextBlock.Handle); } stillProcessing = false; }