public void GameProcess(LodeRunner GameForm, string name) { Panel MainPanel = new Panel() { Size = new Size(1100, 650), Location = new Point(20, 70), BackColor = Color.Blue }; GameField GameField1 = new GameField(); GameForm.Controls.Add(MainPanel); Player.AmountOfSteps = 0; Gold.SetGoldCount(); GameField.TeleportCoords.Clear(); Player.SetPrivateFields(); SecondPlayer.SetSecondPrev(); GameField1.GenerateField(MainPanel, name); Player.SetThreadFlag(true); GameCell[,] field = GameField1.curField; Gold.GetAmount(GameForm); GameForm.KeyUp += new KeyEventHandler(Key); void Key(object sender, KeyEventArgs e) { if (GameCell.FindPosition(field, "SecondPlayer")[0] != 0) { SecondPlayer.MoveSecondHero(e, field, GameField1.curPics, MainPanel); new Thread(() => Fall("SecondPlayer", new SecondPlayer())).Start(); } if (_fallingDown == false) { Player.MoveHero(e, field, GameField1.curPics, MainPanel); } Gold.GetAmount(GameForm); new Thread(() => Fall("Player", new Player())).Start(); void Fall(string type, Player person) { int[] coords = GameCell.FindPosition(field, type); int i = coords[0]; int j = coords[1]; while (field[i + 1, j].Type == "FreeArea" || field[i + 1, j].Type == "Destructed" || field[i + 1, j].Type == "Gold") { _fallingDown = true; Thread.Sleep(250); Player.Falling(field, GameField1.curPics, i, j, person, MainPanel); i++; } _fallingDown = false; } } if (GameCell.FindPosition(field, "SimpleEnemy")[0] != 0 && GameCell.FindPosition(field, "SimpleEnemy")[1] != 0) { SimpleEnemy.SetSimplePrev(); new Thread(() => SimpleEnemy.ForThread(field, GameField1.curPics, MainPanel)).Start(); } if (GameCell.FindPosition(field, "BlindEnemy")[0] != 0 && GameCell.FindPosition(field, "BlindEnemy")[1] != 0) { BlindEnemy.SetPrevBlind(); new Thread(() => BlindEnemy.SimpleMovement(field, GameField1.curPics, "BlindEnemy", MainPanel)).Start(); } if (GameCell.FindPosition(field, "Coin")[0] != 0 && GameCell.FindPosition(field, "Coin")[1] != 0) { Coin.SetPrevCoin(); new Thread(() => Coin.ForThread(field, GameField1.curPics, MainPanel)).Start(); } }