private void timer1_Tick(object sender, EventArgs e) { if (currentGame.ProcessWeaponEffects() == false) { currentGame.GravityStep(); DrawBackground(); DrawGameplay(); displayPanel.Invalidate(); if (currentGame.GravityStep() == true) { return; } else { timer1.Enabled = false; if (currentGame.FinishTurn() == true) { NewTurn(); } else { Dispose(); currentGame.NextRound(); return; } } } else { DrawGameplay(); displayPanel.Invalidate(); return; } }