public void gameDone() { //close game timer1.Stop(); mazePlayer = new MazePlayer(mainGame.Score, mainGame.MainPlayer.Name, mainGame.MainPlayer.Difficulty, mainGame.MainPlayer.PlayerIcon, new Point(0, 0)); MazeFinale mazeGame = new MazeFinale(); this.Hide(); if (mazeGame.ShowDialog() == DialogResult.Cancel) { if (MazeFinale.atEnd == true) { mainGame.passedMaze = true; mainGame.updateScore(0); finalScore = mainGame.Score; mazeGame.Close(); } } if (MazeFinale.atEnd == true) { Win gameWon = new Win(); this.Hide(); if (gameWon.ShowDialog() == DialogResult.Cancel) { addPlayerInText(); gameFinished = true; this.Close(); } } else { this.Hide(); Lose gameLost = new Lose(); if (gameLost.ShowDialog() == DialogResult.Cancel) { mainGame.Score = 0; gameFinished = true; this.Close(); } } }
public MazeFinale() { InitializeComponent(); //DoubleBuffered for no flickering DoubleBuffered = true; startLocation = new Point(18, 18); finishPoint = new Point(1184, 550); //default window borders top = 10; left = 10; width = Width - left - 30; height = Height - top - 50; if (ChooseGame.windowedMode == false) { this.FormBorderStyle = FormBorderStyle.None; this.WindowState = FormWindowState.Maximized; windowAllowed = false; //window borders when in full screen. newX = this.Width / 4; newY = this.Height / 3; startLocation = new Point(18 + newX, 18 + newY); finishPoint = new Point(1184 + newX, 550 + newY); top += newX; left += newY; width += newY; height += newX; } //Get the player from the mainGame currentPlayer = MainGame.mazePlayer; currentPlayer.Location = startLocation; //Initialize Maze variables cellWidth = 107; theStack = new Stack(); rand = new Random(); cellCount = 0; blackPen = new Pen(Color.DarkOrange); whitePen = new Pen(Color.DarkBlue); endBrushMarker = new SolidBrush(Color.Green); flag = 0; blackPen.Width = 10; whitePen.Width = 10; row = Convert.ToInt32(6); col = Convert.ToInt32(12); whiteMaze = new List <PointF>(); blackMaze = new List <PointF>(); //Start the timer passedTime = 0; lbTime.Text = Time.ToString(); mazeTimer.Interval = 1000; mazeTimer.Start(); }