Camfight.Form1.GameDraw C# (CSharp) Method

GameDraw() public method

public GameDraw ( Object myObject, EventArgs myEventArgs ) : void
myObject Object
myEventArgs System.EventArgs
return void
        public void GameDraw(Object myObject, EventArgs myEventArgs)
        {
            if (gamestate == GameState.TITLE)
            {
                if (play_title)
                {
                    soundTitle.Play();
                    play_title = false;
                }
                RenderTitle();
            }
            else if (gamestate == GameState.MENU)
            {
                RenderMenu();
            }
            else if (gamestate == GameState.INTERNET)
            {
                RenderLog();
            }
            else if (gamestate == GameState.LOADING)
            {
                RenderLoading();
            }
            else if (gamestate == GameState.GAME)
            {
                if (myplayer.Life > 0 && enemy.Life > 0)
                {
                    playtime = 120 - (int)sw.ElapsedMilliseconds / 1000;
                }
                else
                {
                    if (enemy.Life>0 && myplayer.Life<=0) GameOver("l");
                    else if (enemy.Life<=0 && myplayer.Life>0) GameOver("w");
                    else GameOver("t");
                }

                if (playtime == 0)
                {
                    if (enemy.Life > myplayer.Life) GameOver("l");
                    else if (enemy.Life < myplayer.Life) GameOver("w");
                    else GameOver("t");
                }

                    aniMutex.WaitOne();
                    Render(playstate);
                    aniMutex.ReleaseMutex();

            }
            else if (gamestate == GameState.SINGLE)
            {
                if (myplayer.Life > 0 && enemy.Life > 0)
                {
                    playtime = 120 - (int)sw.ElapsedMilliseconds / 1000;
                }
                else
                {
                    if (enemy.Life > 0 && myplayer.Life <= 0) GameOver("l");
                    else if (enemy.Life <= 0 && myplayer.Life > 0) GameOver("w");
                    else GameOver("t");
                }

                if (playtime == 0)
                {
                    fpu_thr.Abort();
                    single_reset();
                }

                    aniMutex.WaitOne();
                    Render(playstate);
                    aniMutex.ReleaseMutex();

            }
            else if (gamestate == GameState.END)
            {
                RenderGameOver();
            }
        }