// method private UInt16 GameSetup(byte menuOption) { UInt16 secretNumber = 0; secretNumberGenerator.SetMinimum(1); switch (menuOption) { case 0: break; case 1: secretNumberGenerator.SetMaximum(20); secretNumber = Convert.ToUInt16(secretNumberGenerator.GenerateRandomNumber()); break; case 2: secretNumberGenerator.SetMaximum(100); secretNumber = Convert.ToUInt16(secretNumberGenerator.GenerateRandomNumber()); break; case 3: secretNumberGenerator.SetMaximum(1000); secretNumber = Convert.ToUInt16(secretNumberGenerator.GenerateRandomNumber()); break; default: break; } return(secretNumber); }
private UInt16 GameSetup(UInt16 rangeOption) // funtion to set initial parameters of the gameplay { secretNumberGenerator.SetMinimum(1); // sets the minimum value to be considered to guess guessCount = 0; switch (rangeOption) { case 0: return(0); case 1: secretNumberGenerator.SetMaximum(20); // sets the maximum value depending on the option selected before break; case 2: secretNumberGenerator.SetMaximum(100); break; case 3: secretNumberGenerator.SetMaximum(1000); break; } UInt16 number = Convert.ToUInt16(secretNumberGenerator.GenerateRandomNumber()); // generates a random number based on the minimum and maximum values informed return(number); }