private void DisplayMaze() { String output = ""; Tile head = Maze.Head; Tile currentTile = head; while (head != null) { while (currentTile != null) { output += currentTile.Description; currentTile = currentTile.East; } output += "\n"; head = head.South; currentTile = head; } OutputView.DisplayMaze(output); }
private void ShowMaze() { string[] values = new string[maze.FieldDoublyDoublyLinkedList.RowFirst.Length]; for (int i = 0; i < values.Length; i++) { FieldDoublyDoublyLink item = new FieldDoublyDoublyLink(); item = maze.FieldDoublyDoublyLinkedList.RowFirst[i]; while (item != null) { switch (item.Floor.Type) { case "floor": if (item.Floor.Truck != null) { values[i] += '@'; } else if (item.Floor.Chest != null) { values[i] += 'O'; } else if (item.Floor.Employee != null) { values[i] += item.Floor.Employee.Type; } else { values[i] += '.'; } break; case "destination": if (item.Floor.Truck != null) { values[i] += '@'; } else if (item.Floor.Chest != null) { values[i] += '0'; } else if (item.Floor.Employee != null) { values[i] += item.Floor.Employee.Type; } else { values[i] += 'X'; } break; case "wall": values[i] += '█'; break; case "freefall": if (item.Floor.Truck != null) { values[i] += '@'; } else if (item.Floor.Chest != null) { values[i] += 'O'; } else if (item.Floor.Employee != null) { values[i] += item.Floor.Employee.Type; } else { values[i] += ' '; } break; case "pitfall": if (item.Floor.Truck != null) { values[i] += '@'; } else if (item.Floor.Chest != null) { values[i] += 'O'; } else if (item.Floor.Employee != null) { values[i] += item.Floor.Employee.Type; } else { values[i] += '~'; } break; case "empty": values[i] += ' '; break; default: break; } item = item.Next; } } outputView.DisplayMaze(values); }