public Game(int lvl) { InitializeComponent(); DoubleBuffered = true; HintUsed = true; HintTimeLeft = 30; HintTimer = new Timer(); HintTimer.Interval = 1000; HintTimer.Tick += new EventHandler(HintTimerTick); HintTimer.Start(); Constants = new Constants(); InitializeLevel(lvl); Paint += new PaintEventHandler(OnPaint); }
public SelectLevel() { InitializeComponent(); DoubleBuffered = true; Constants = new Constants(); levels = new List<Label>(); //Properties.Settings.Default.Level = 50; //Properties.Settings.Default.Save(); maxLevel = Properties.Settings.Default.Level; float y = 50; for (int i = 0; i < Constants.LevelMatrices.Count; i++) { int rows = i / 10; int cols = i % 10; int jumpOffset = 0; if (rows % 2 != 0) { jumpOffset = 30; } float x = 50 + jumpOffset; int countLvl = i + 1; Label lbl = new Label(); lbl = new Label(); lbl.Click += new EventHandler(Play); lbl.Location = new Point((int)x + 60 * cols, (int)y + 50 * rows); lbl.TextAlign = ContentAlignment.MiddleCenter; if (i < maxLevel) { lbl.Image = Resources.filled; } else if (i == maxLevel) { lbl.Image = Resources.selected; } else { lbl.Image = Resources.free; } lbl.Height = 50; lbl.Width = 50; lbl.Text = countLvl + ""; lbl.Font = new Font("Calibri", 10); lbl.ForeColor = Color.Black; lbl.Tag = i; lbl.Cursor = Cursors.Hand; lbl.BackColor = Color.Transparent; levels.Add(lbl); Controls.Add(lbl); } y += 48; }