Picture box moves with timer, but it lags behind?










-1















I'm not sure how to explain this. I have the code set up so when the timer ticks, it checks to see if the picture box is at a certain location. If it isn't, then it should move a little bit closer. It works in moving, but each time it moves, it generates a white field behind it, and it grows. I have the tick set to 750, so each time it ticks, the picture moves farther than it should, and each time it goes farther than the previous time. Here's the code.



 private void ZombieTimer1_Tick(object sender, EventArgs e)

ZombieTimer1.Tick += new System.EventHandler(ZombieTimer1_Tick);
enemyNPC1.Show();
ZombieTimer1.Start();
if (enemyNPC1.Location.X < 280)

enemyNPC1.Left = enemyNPC1.Left + 1;
ZombieTimer1.Stop();
ZombieTimer1.Start();











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  • 1





    You're adding a new tick handler every time.

    – A Friend
    Nov 13 '18 at 13:39















-1















I'm not sure how to explain this. I have the code set up so when the timer ticks, it checks to see if the picture box is at a certain location. If it isn't, then it should move a little bit closer. It works in moving, but each time it moves, it generates a white field behind it, and it grows. I have the tick set to 750, so each time it ticks, the picture moves farther than it should, and each time it goes farther than the previous time. Here's the code.



 private void ZombieTimer1_Tick(object sender, EventArgs e)

ZombieTimer1.Tick += new System.EventHandler(ZombieTimer1_Tick);
enemyNPC1.Show();
ZombieTimer1.Start();
if (enemyNPC1.Location.X < 280)

enemyNPC1.Left = enemyNPC1.Left + 1;
ZombieTimer1.Stop();
ZombieTimer1.Start();











share|improve this question

















  • 1





    You're adding a new tick handler every time.

    – A Friend
    Nov 13 '18 at 13:39













-1












-1








-1








I'm not sure how to explain this. I have the code set up so when the timer ticks, it checks to see if the picture box is at a certain location. If it isn't, then it should move a little bit closer. It works in moving, but each time it moves, it generates a white field behind it, and it grows. I have the tick set to 750, so each time it ticks, the picture moves farther than it should, and each time it goes farther than the previous time. Here's the code.



 private void ZombieTimer1_Tick(object sender, EventArgs e)

ZombieTimer1.Tick += new System.EventHandler(ZombieTimer1_Tick);
enemyNPC1.Show();
ZombieTimer1.Start();
if (enemyNPC1.Location.X < 280)

enemyNPC1.Left = enemyNPC1.Left + 1;
ZombieTimer1.Stop();
ZombieTimer1.Start();











share|improve this question














I'm not sure how to explain this. I have the code set up so when the timer ticks, it checks to see if the picture box is at a certain location. If it isn't, then it should move a little bit closer. It works in moving, but each time it moves, it generates a white field behind it, and it grows. I have the tick set to 750, so each time it ticks, the picture moves farther than it should, and each time it goes farther than the previous time. Here's the code.



 private void ZombieTimer1_Tick(object sender, EventArgs e)

ZombieTimer1.Tick += new System.EventHandler(ZombieTimer1_Tick);
enemyNPC1.Show();
ZombieTimer1.Start();
if (enemyNPC1.Location.X < 280)

enemyNPC1.Left = enemyNPC1.Left + 1;
ZombieTimer1.Stop();
ZombieTimer1.Start();








c#






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asked Nov 13 '18 at 13:37









Stephen FleeceStephen Fleece

31




31







  • 1





    You're adding a new tick handler every time.

    – A Friend
    Nov 13 '18 at 13:39












  • 1





    You're adding a new tick handler every time.

    – A Friend
    Nov 13 '18 at 13:39







1




1





You're adding a new tick handler every time.

– A Friend
Nov 13 '18 at 13:39





You're adding a new tick handler every time.

– A Friend
Nov 13 '18 at 13:39












1 Answer
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Move the declaration of the event handler to the constructor for your window.



At the moment you get another event handler every time the event fires, which causes the event to fire twice the second time, and four times the next time, etc.






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    1 Answer
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    1 Answer
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    active

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    Move the declaration of the event handler to the constructor for your window.



    At the moment you get another event handler every time the event fires, which causes the event to fire twice the second time, and four times the next time, etc.






    share|improve this answer



























      1














      Move the declaration of the event handler to the constructor for your window.



      At the moment you get another event handler every time the event fires, which causes the event to fire twice the second time, and four times the next time, etc.






      share|improve this answer

























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        1







        Move the declaration of the event handler to the constructor for your window.



        At the moment you get another event handler every time the event fires, which causes the event to fire twice the second time, and four times the next time, etc.






        share|improve this answer













        Move the declaration of the event handler to the constructor for your window.



        At the moment you get another event handler every time the event fires, which causes the event to fire twice the second time, and four times the next time, etc.







        share|improve this answer












        share|improve this answer



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        answered Nov 13 '18 at 13:45









        Robin BennettRobin Bennett

        1,681312




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