示例#1
0
 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;
     }
 }
示例#2
0
 /// <summary>
 /// Tick event for the timer. Handles much of the animation and physics. This also handles the forms,
 /// whether to close the current form or create a new gameplay form.
 ///
 /// Author John Santias and Hoang Nguyen October 2017
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void formTimer_Tick(object sender, EventArgs e)
 {
     currentGame.ProcessEffects();
     if (!currentGame.ProcessEffects())
     {
         currentGame.Gravity();
         DrawBackground();
         DrawGameplay();
         displayPanel.Invalidate();
         if (currentGame.Gravity())
         {
             return;
         }
         else
         {
             formTimer.Enabled = false;
             bool turnOver = currentGame.TurnOver();
             NewTurn();
             spacePressed = false;                     //prevents the player from pressing the space bar multiple times
             if (!turnOver)
             {
                 if (currentGame.GetRound() >= currentGame.GetTotalRounds())
                 {
                     currentGame.NextRound();
                     Dispose();
                 }
                 else
                 {
                     Dispose();
                     currentGame.NextRound();
                     return;
                 }
             }
         }
     }
     else
     {
         DrawGameplay();
         displayPanel.Invalidate();
         return;
     }
 }
示例#3
0
        private void timer1_Tick(object sender, EventArgs e)
        {
            Debug.WriteLine("TimerEventProcessor start");

            if (!currentGame.ProcessWeaponEffects())
            {
                Debug.WriteLine("if (!currentGame.ProcessWeaponEffects())");
                currentGame.CalculateGravity();
                DrawBackground();
                DrawGameplay();
                displayPanel.Invalidate();


                if (currentGame.CalculateGravity())
                {
                    Debug.WriteLine("return calculated gravity");
                    return;
                }
                else
                {
                    Debug.WriteLine("disable timer");
                    timer1.Enabled = false;

                    if (currentGame.TurnOver())
                    {
                        NewTurn();

                        Debug.WriteLine("Newturn done");
                    }
                    else
                    {
                        Debug.WriteLine("turn over not done");
                        Dispose();
                        currentGame.NextRound();
                        return;
                    }
                }
            }
            else
            {
                Debug.WriteLine("else processing");
                DrawGameplay();
                displayPanel.Invalidate();
                return;
            }
        }
示例#4
0
 /// <summary>
 /// Tick event for the timer. Handles much of the animation and physics. This also handles the forms,
 /// whether to close the current form or create a new gameplay form.
 ///
 /// Author John Santias and Hoang Nguyen October 2017
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void formTimer_Tick(object sender, EventArgs e)
 {
     currentGame.ProcessEffects();
     if (currentGame.ProcessEffects() == false)
     {
         currentGame.Gravity();
         DrawBackground();
         DrawGameplay();
         displayPanel.Invalidate();
         if (currentGame.Gravity())
         {
             return;
         }
         else
         {
             formTimer.Enabled = false;
             bool turnOver = currentGame.TurnOver();
             NewTurn();
             if (!turnOver)
             {
                 Dispose();
                 currentGame.NextRound();
                 if (currentGame.GetRound() > currentGame.GetTotalRounds())
                 {
                     Dispose();
                 }
                 return;
             }
         }
     }
     else
     {
         DrawGameplay();
         displayPanel.Invalidate();
         return;
     }
 }