public void CreateLevel(int level)
 {
     Clear();
     //Game Settings
     // if we send {50, 50} - the right top position is {0, 0} and the left bottom position is {50, 50}.
     int[] MapEndPoint = new int[] { 30 + (level * 5), 30 + (level * 5) };
     CurrentWorld = new World(MapEndPoint, BoxSymbols, 2 + (level * 2), new int[] { 2 + (level * 3), 2 + (level * 3) }, new int[, ] {
         { 3, 3 }, { 35, 35 }
     });
     //Player(x,y)
     CurrentPlayer = new Player(new int[, ] {
         { 1, 1 }, { 7, 7 }
     });
     CurrentWorld.AddGameObject(CurrentPlayer);
     //Enemy(x,y)
     int[,] EnemyAndTreasureSpawnZone = new int[, ] {
         { MapEndPoint[0] - 5, MapEndPoint[1] - 5 }, { MapEndPoint[0] - 1, MapEndPoint[1] - 1 }
     };
     CurrentEnemy = new Enemy(CurrentPlayer, CurrentWorld, EnemyAndTreasureSpawnZone);
     CurrentWorld.AddGameObject(CurrentEnemy);
     //Treasure(x,y)
     CurrentTreasure = new Treasure(EnemyAndTreasureSpawnZone);
     CurrentWorld.AddGameObject(CurrentTreasure);
     CurrentTrap = new Traps(EnemyAndTreasureSpawnZone);
     CurrentWorld.AddGameObject(CurrentTrap);
     CurrentWorld.DrawWorld();
     CurrentWorld.SpawnGameObjects();
     DrawFrame();
     SetWindowSize(CurrentWorld.MapGrid.GetLength(0) + 5, CurrentWorld.MapGrid.GetLength(1) + 5);
     SetCursorPosition(0, 0);
     SetBufferSize(CurrentWorld.MapGrid.GetLength(0) + 15, CurrentWorld.MapGrid.GetLength(1) + 15);
 }
        private void HandleMovement()
        {
            ConsoleKey key = ReadKey(true).Key;

            GameObject.direction direction = GameObject.direction.Other;
            switch (key)
            {
            case ConsoleKey.UpArrow:
                direction = GameObject.direction.Up;
                break;

            case ConsoleKey.DownArrow:
                direction = GameObject.direction.Down;
                break;

            case ConsoleKey.LeftArrow:
                direction = GameObject.direction.Left;
                break;

            case ConsoleKey.RightArrow:
                direction = GameObject.direction.Right;
                break;

            case ConsoleKey.Z:

                if (!CurrentWorld.HasGameObject(CurrentTreasure))
                {
                    if (CurrentWorld.HasGameObject(CurrentLaser))
                    {
                        return;
                    }
                    Beep(466, 52);
                    if (!CurrentWorld.HasGameObject(CurrentLaser) && CurrentWorld.HasGameObject(CurrentEnemy))
                    {
                        CurrentLaser = new Laser(CurrentPlayer.X, CurrentPlayer.Y, CurrentGame, CurrentPlayer, CurrentWorld, CurrentEnemy);
                        CurrentWorld.AddGameObject(CurrentLaser);
                    }
                }

                break;

            case ConsoleKey.S:
                CurrentPlayer.Y++;
                CurrentPlayer.Y++;
                CurrentWorld.DrawWorld();
                break;

            case ConsoleKey.W:
                CurrentPlayer.Y--;
                CurrentPlayer.Y--;
                CurrentWorld.DrawWorld();
                break;

            case ConsoleKey.D:
                CurrentPlayer.X++;
                CurrentPlayer.X++;
                CurrentWorld.DrawWorld();
                break;

            case ConsoleKey.A:
                CurrentPlayer.X--;
                CurrentPlayer.X--;
                CurrentWorld.DrawWorld();
                break;
            }
            if (direction != GameObject.direction.Other)
            {
                CurrentWorld.MoveGameObject(CurrentPlayer, direction);
                CurrentEnemy.EnemyMoveToTarget();
                CurrentLaser?.MoveLaser();
            }
        }