Red, SystemColors.Control, LinearGradientMode.BackwardDiagonal), x4 * 30, y4 * 30, 30, 30);
}
} (fullPaint)
{
gObj.Clear (Color.LightGray);
(int x = 0; x <10; x + +)
{(int y = 0; y <19; y + +)
{(table [x, y] == true)
{px1 = x * 30; px2 = y * 30;. FillRectangle (newLinearGradientBrush (newRectangle (px1, px2, 30, 30), Color.DarkRed, Color.Gainsboro, LinearGradientMode.BackwardDiagonal), px1, px2, 30, 30);
}
}
}
// fullPaint = false;
}
{x = 0; y = 0; (int i = 0; i <4; i + +)
{
x = Shape.coord [i, 0];
y = Shape.coord [i, 1]; (x == 0 && y == 0);
gObj.FillRectangle (newLinearGradientBrush (newRectangle (x * 30, y * 30, 30, 30), Color.DarkRed, Color.Gainsboro, LinearGradientMode.BackwardDiagonal), x * 30, y * 30, 30, 30);
}
}
} button1_Click (object sender, EventArgs e)
{
} Form1_KeyDown (object sender, KeyEventArgs e)
{(e.KeyCode == Keys.Left)
{(game == "Build")
Shape_.left ();
Tanks_.Tank_.leftRot ();
e.SuppressKeyPress = true;
} (e.KeyCode == Keys.Right)
{(game == "Build")
Shape_.right ();
Tanks_.Tank_.rightRot ();
e.SuppressKeyPress = true;
} (e.KeyCode == Keys.Space)
{(game == "Build")
{. space = true;
Shape_.down ();
}
{
Tanks_.Tank_.push ();
}
e.SuppressKeyPress = true;
} (e.KeyCode == Keys.Down)
{(game == "Build"). rotate_left ();
Tanks_.Tank_.goBack ();
e.SuppressKeyPress = true;
} (e.KeyCode == Keys.Up)
{(game == "Build"). rotate_right ();
Tanks_.Tank_.go ();
e.SuppressKeyPress = true;
} (e.KeyCode == Keys.W)
{
Tanks_.Tank_1.go ();
e.SuppressKeyPress = true;
} (e.KeyCode == Keys.A)
{
Tanks_.Tank_1.leftRot ();
e.SuppressKeyPress = true;
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