private VisualBrick[,] GetVisualsFilledWithColor(ConsoleColor color, int rows, int cols, char ch)
        {
            VisualBrick[,] bricks = new VisualBrick[rows, cols];

            for (int r = 0; r < rows; r++)
            {
                for (int c = 0; c < cols; c++)
                {
                    bricks[r, c].color = color;
                    bricks[r, c].ch = ch;
                }
            }
            return bricks;
        }
        private VisualBrick[,] GenerateRandomTexture(VisualBrick[,] bricks, char ch)
        {
            int row = rnd.Next(0, bricks.GetLength(0));
            int col = rnd.Next(0, bricks.GetLength(1));

            if (rnd.Next(0, 4) != 0) // 20% chance for not generating random texture
            {
                return bricks;
            }

            bricks[row, col].ch = ch;

            return bricks;
        }
        public bool isSolid; /// player can not pass through solid elements;

        #endregion Fields

        #region Constructors

        public VisualElement(VisualBrick[,] ElementMatrix, DangerousTerritory content, bool isSolid)
        {
            this.ElementMatrix = ElementMatrix;
            this.content = content;
            this.isSolid = isSolid;
        }
Example #4
0
 private void DrawBrick(VisualBrick brick, int row, int col)
 {
     Console.SetCursorPosition(col, row);
     Console.BackgroundColor = brick.color;
     Console.Write(brick.ch);
 }