public static char GameEngineArhitecture() { int RunTimeStopper = 0; char Value; matrixType <char> matrixObject = new matrixType <char>(); limits <char> CharPosition = new limits <char>(); limits <int> IntegerPosition = new limits <int>(); LowLevelEnvironmentSetup.InitialiseMatrix(ref matrixObject); while (RunTimeStopper < 9) { Value = Console.ReadLine()[0]; CharPosition.minimLimit = Console.ReadLine()[0]; CharPosition.maximLimit = Console.ReadLine()[0]; IntegerPosition.minimLimit = validationRules.CharToInteger(CharPosition.minimLimit); IntegerPosition.maximLimit = validationRules.CharToInteger(CharPosition.maximLimit); EngineSetup(matrixObject, Value, IntegerPosition); if (SetUpEnvironment.BoardVerificationSystem(matrixObject)) { return(Value); } RunTimeStopper += 1; } return(Char.MinValue); }
private static void EngineSetup(matrixType <char> matrixObject, char Value, limits <int> Position) { LowLevelEnvironmentSetup.MatrixItemInitialisation(ref matrixObject, Value, Position); Console.WriteLine(); LowLevelEnvironmentSetup.PutsMatrix(ref matrixObject); }