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Jan 27th, 2020
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  1. private void FrmMain_KeyDown(object sender, KeyEventArgs e)
  2. {
  3. //If the player can move / if he's not in the "between level" cooldown.
  4. if (canMove)
  5. {
  6. nextLevel = true;
  7. //Keys Conditions.
  8. #region S-KEY
  9. //if the "s" Key is pressed and if the player is not at the table limit.
  10. if (e.KeyCode == Keys.S && playerPosY < tableDimension - 1)
  11. {
  12. GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.charDown;
  13. //if the player move with a crate or a crate on a hole.
  14. if (GameTable[playerPosX, playerPosY + 1].Text == "crate" || GameTable[playerPosX, playerPosY + 1].Text == "crate-hole")
  15. {
  16. //if the case after the crate/crate on a hole is empty.
  17. if (GameTable[playerPosX, playerPosY + 2].Text == "empty" || GameTable[playerPosX, playerPosY + 2].Text == "hole")
  18. {
  19. if (GameTable[playerPosX, playerPosY + 2].Text == "empty")
  20. {
  21. GameTable[playerPosX, playerPosY + 2].BackgroundImage = Properties.Resources.crate;
  22. GameTable[playerPosX, playerPosY + 2].Text = "crate";
  23. }
  24. if (GameTable[playerPosX, playerPosY + 2].Text == "hole")
  25. {
  26. GameTable[playerPosX, playerPosY + 2].BackgroundImage = Properties.Resources.crate_hole;
  27. GameTable[playerPosX, playerPosY + 2].Text = "crate-hole";
  28. }
  29. //switch the player position, was it empty or was it a hole.
  30. switch (GameTable[playerPosX, playerPosY].Text)
  31. {
  32. case "empty":
  33. GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.empty;
  34. GameTable[playerPosX, playerPosY].Text = "empty";
  35.  
  36. break;
  37. case "hole":
  38. GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.hole;
  39. GameTable[playerPosX, playerPosY].Text = "hole";
  40.  
  41. break;
  42. }
  43. //if you move a crate on a hole, the case where it was becames a hole.
  44. if (GameTable[playerPosX, playerPosY + 1].Text == "crate-hole")
  45. {
  46. GameTable[playerPosX, playerPosY + 1].Text = "hole";
  47. }
  48. else
  49. {
  50. GameTable[playerPosX, playerPosY + 1].Text = "empty";
  51. }
  52. playerPosY++;
  53. //The new player position
  54. GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.charDown;
  55. }
  56.  
  57. }
  58. if (GameTable[playerPosX, playerPosY + 1].Text == "hole")
  59. {
  60. switch (GameTable[playerPosX, playerPosY].Text)
  61. {
  62. case "empty":
  63. GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.empty;
  64. GameTable[playerPosX, playerPosY].Text = "empty";
  65. break;
  66. case "hole":
  67. GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.hole;
  68. GameTable[playerPosX, playerPosY].Text = "hole";
  69. break;
  70. }
  71. playerPosY++;
  72. //The new player position
  73. GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.charDown;
  74. }
  75. else if (GameTable[playerPosX, playerPosY + 1].Text == "empty")
  76. {
  77. switch (GameTable[playerPosX, playerPosY].Text)
  78. {
  79. case "empty":
  80. GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.empty;
  81. GameTable[playerPosX, playerPosY].Text = "empty";
  82. break;
  83. case "hole":
  84. GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.hole;
  85. GameTable[playerPosX, playerPosY].Text = "hole";
  86. break;
  87. }
  88.  
  89. //The previous player position is getting blank again
  90. playerPosY++;
  91. //The new player position
  92. GameTable[playerPosX, playerPosY].BackgroundImage = Properties.Resources.charDown;
  93. }
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