Exemplo n.º 1
0
        private void DrawChooseHeroFromConsole(int choice, Hero hero)
        {
            Drawer draw = new Drawer();
            string choicePointer = "==>";

            Console.ResetColor();
            Console.Clear();

            draw.DrawString("Choose your hero!", ConsoleColor.Black, 5, 5);

            draw.DrawString("Warrior", ConsoleColor.Black, 8, 8);
            draw.DrawString("Rogue", ConsoleColor.Black, 10, 8);
            draw.DrawString("Mage", ConsoleColor.Black, 12, 8);

            draw.DrawString(choicePointer, ConsoleColor.DarkMagenta, (6 + choice * 2), 4);

            draw.DrawImage(hero.Image,ConsoleColor.Black,15,4);

            draw.DrawString("Strength: " + hero.Statistics.Strength, ConsoleColor.Black, 33, 55);
            draw.DrawString("Dexterity: " + hero.Statistics.Dexterity, ConsoleColor.Black, 35, 55);
            draw.DrawString("Willpower: " + hero.Statistics.EillPower, ConsoleColor.Black, 37, 55);

            draw.DrawString("Weapon: " + hero.Weapon.name, ConsoleColor.Black, 20, 55);
            draw.DrawString("Weapon Damage: " + hero.Weapon.damage, ConsoleColor.Black, 21, 55);

            draw.DrawString("Magic: " + hero.Weapon.magic.Name, ConsoleColor.Black, 23, 55);
            draw.DrawString("Magic Damage: " + hero.Weapon.magic.damage, ConsoleColor.Black, 24, 55);
            draw.DrawString("Magic Damage on Self: " + hero.Weapon.magic.damageOnSelf, ConsoleColor.Black, 25, 55);
            draw.DrawString("Magic Chance to Stun: " + hero.Weapon.magic.chanceToStun, ConsoleColor.Black, 26, 55);

            Console.SetCursorPosition(0, 0);
        }
Exemplo n.º 2
0
 public static void Save(Hero currentHero)
 {
     using (FileStream save = new FileStream(@"../../Data/Save/save.bin",FileMode.Create))
     {
         file.Serialize(save, currentHero);
     }
 }
Exemplo n.º 3
0
        private void ChangeHero()
        {
            HeroTypes types = new HeroTypes();

            switch (choice)
            {
                case 1: hero = types.Warrior(); break;
                case 2: hero = types.Rogue(); break;
                case 3: hero = types.Mage(); break;
                default: break;
            }
        }
Exemplo n.º 4
0
        public void Menu(Hero hero)
        {
            DrawMenu();
            this.shadow = hero;
            ConsoleKeyInfo pressedKey = Console.ReadKey();
            while (!pressedKey.Key.Equals(ConsoleKey.Enter))
            {
                if (pressedKey.Key.Equals(ConsoleKey.UpArrow))
                {
                    if (choice > 1)
                    {
                        choice--;
                        DrawMenu();
                    }
                    else
                    {
                        choice = options.Length;
                        DrawMenu();
                    }
                }
                else if (pressedKey.Key.Equals(ConsoleKey.DownArrow))
                {
                    if (choice < options.Length)
                    {
                        choice++;
                        DrawMenu();
                    }
                    else
                    {
                        choice = 1;
                        DrawMenu();
                    }
                }
                pressedKey = Console.ReadKey();
            }

            switch (choice)
            {
                case 1: return;
                case 2: MenuShowHeroStats(hero); break;
                case 3: //save
                    break;
                case 4: //load
                    break;
                case 5: Environment.Exit(0); break;
                default:
                    break;
            }
        }
Exemplo n.º 5
0
        public void DrawConversation(Hero hero, NPC npc)
        {
            Drawer draw = new Drawer();

            Console.BackgroundColor = ConsoleColor.Black;
            Console.Clear();
            draw.DrawImage(hero.Image, ConsoleColor.Black, 5, 5);
            draw.DrawImage(npc.Image, ConsoleColor.Black, 5, 55);

            draw.PrintConversation(npc.ConversationPath);

            Console.ReadLine();
            Console.Clear();
            Console.ResetColor();
            // the matrix must be rewriten now
        }
Exemplo n.º 6
0
        /// Will be a more complex menu with a few choices in it
        public Hero ChooseHeroFromConsole()
        {
            choice = 1;
            ChangeHero();

            DrawChooseHeroFromConsole(choice, hero);
            ConsoleKeyInfo pressedKey = Console.ReadKey();

            while (!pressedKey.Key.Equals(ConsoleKey.Enter))
            {
                if (pressedKey.Key.Equals(ConsoleKey.UpArrow))
                {
                    if (choice > 1)
                    {
                        choice--;
                        ChangeHero();
                    }
                    else
                    {
                        choice = 3;
                        ChangeHero();
                    }
                }
                else if (pressedKey.Key.Equals(ConsoleKey.DownArrow))
                {
                    if (choice < 3)
                    {
                        choice++;
                        ChangeHero();
                    }
                    else
                    {
                        choice = 1;
                        ChangeHero();
                    }
                }
                DrawChooseHeroFromConsole(choice, hero);
                pressedKey = Console.ReadKey();
            }
            hero.Name = GetHeroName();
            if (hero.Name.Equals("Cheater"))
            {
                hero = new HeroTypes().Cheater();
            }
            return hero;
        }
        public void GetRandomWeapon(Hero hero)
        {
            List<Weapon> possibleWeapons;
            List<Magic> possibleMagic;
            Random rnd = new Random();
            Weapon weapon;
            Weapons weaps = new Weapons();
            Spells spls = new Spells();

            possibleWeapons = weaps.WeakWeapons;
            possibleMagic = spls.BasicSpells;

            switch (hero.level)
            {
                case 1:
                    possibleWeapons = weaps.WeakWeapons;
                    possibleMagic = spls.BasicSpells;
                    break;
                case 2:
                    possibleWeapons = weaps.AverageWeapons;
                    possibleMagic = spls.AdvancedSpells;
                    break;
                case 3:
                    possibleWeapons = weaps.GoodWeapons;
                    possibleMagic = spls.MasterSpells;
                    break;
                default:
                    break;
            }

            weapon = possibleWeapons[rnd.Next(possibleWeapons.Count)];
            weapon.magic = possibleMagic[rnd.Next(possibleMagic.Count)];
            DrawMenuInConsole(hero, weapon);
            bool ChangeWeapon = GetChoice();
            if (ChangeWeapon)
            {
                hero.Weapon = weapon;
            }
        }
        private void DrawMenuInConsole(Hero hero, Weapon weapon)
        {
            Drawer draw = new Drawer();

            Console.ResetColor();
            Console.Clear();

            string message = "You have found a new weapon!";
            draw.DrawString(message, ConsoleColor.Black,
                6, Console.WindowWidth / 2 - message.Length / 2);

            message = "The weapon is " + weapon.name + " and it's damage is " + weapon.damage;
            draw.DrawString(message, ConsoleColor.Black,
                10, Console.WindowWidth / 2 - message.Length / 2);

            message = "The weapon's magic is " + weapon.magic.Name + " and it's effects are: ";
            draw.DrawString(message, ConsoleColor.Black,
                11, Console.WindowWidth / 2 - message.Length / 2);

            int line = 13;
            if (weapon.magic.damage > 0)
            {
                message = "Damage: " + weapon.magic.damage;
                draw.DrawString(message, ConsoleColor.Black,
                    line, Console.WindowWidth / 2 - message.Length / 2);
                line++;
            }
            if (weapon.magic.damageOnSelf != 0)
            {
                if (weapon.magic.damageOnSelf > 0)
                {
                    message = "Damage on self: " + weapon.magic.damageOnSelf;
                    draw.DrawString(message, ConsoleColor.Black,
                        line, Console.WindowWidth / 2 - message.Length / 2);
                    line++;
                }
                else
                {
                    message = "Heal: " + (0 - weapon.magic.damageOnSelf);
                    draw.DrawString(message, ConsoleColor.Black,
                        line, Console.WindowWidth / 2 - message.Length / 2);
                    line++;
                }
            }
            if (weapon.magic.chanceToStun > 0)
            {
                message = "Chance to stun: " + (100 * weapon.magic.chanceToStun) + "%";
                draw.DrawString(message, ConsoleColor.Black,
                    line, Console.WindowWidth / 2 - message.Length / 2);
                line++;
            }

            message = "Your current weapon is " + hero.Weapon.name + " and it's damage is " + hero.Weapon.damage;
            draw.DrawString(message, ConsoleColor.Black,
                17, Console.WindowWidth / 2 - message.Length / 2);

            message = "The weapon's magic is " + hero.Weapon.magic.Name + " and it's effects are: ";
            draw.DrawString(message, ConsoleColor.Black,
                18, Console.WindowWidth / 2 - message.Length / 2);

            line = 20;
            if (hero.Weapon.magic.damage > 0)
            {
                message = "Damage: " + hero.Weapon.magic.damage;
                draw.DrawString(message, ConsoleColor.Black,
                    line, Console.WindowWidth / 2 - message.Length / 2);
                line++;
            }
            if (hero.Weapon.magic.damageOnSelf != 0)
            {
                if (hero.Weapon.magic.damageOnSelf > 0)
                {
                    message = "Damage on self: " + hero.Weapon.magic.damageOnSelf;
                    draw.DrawString(message, ConsoleColor.Black,
                        line, Console.WindowWidth / 2 - message.Length / 2);
                    line++;
                }
                else
                {
                    message = "Heal: " + (0 - hero.Weapon.magic.damageOnSelf);
                    draw.DrawString(message, ConsoleColor.Black,
                        line, Console.WindowWidth / 2 - message.Length / 2);
                    line++;
                }
            }
            if (hero.Weapon.magic.chanceToStun > 0)
            {
                message = "Chance to stun: " + (100 * hero.Weapon.magic.chanceToStun) + "%";
                draw.DrawString(message, ConsoleColor.Black,
                    line, Console.WindowWidth / 2 - message.Length / 2);
                line++;
            }

            message = "Do you want to leave your weapon behind, and take the new weapon?";
            draw.DrawString(message, ConsoleColor.Black,
                    25, Console.WindowWidth / 2 - message.Length / 2);
            message = "[Y /N] ";
            draw.DrawString(message, ConsoleColor.Black,
                    27, Console.WindowWidth / 2 - message.Length / 2);
            Console.SetCursorPosition(0, 0);
        }
Exemplo n.º 9
0
        public VisualElement[,] LoadLevel(VisualElement[,] matrix, Hero hero, List<NPC> emptyNPCList)
        {
            Dangers dangers = new Dangers();
            VisualElements VisualLoader = new VisualElements();
            NPCs npcs = new NPCs();
            emptyNPCList.Clear();
            Levels levels = new Levels();

            string[] level = levels.Level1;
            List<DangerousTerritory> dangersOnThisLevel = dangers.Level1Dangers;
            switch (hero.level)
            {
                case 1: dangersOnThisLevel = dangers.Level1Dangers; level = levels.Level1; break;
                case 2: dangersOnThisLevel = dangers.Level2Dangers; level = levels.Level2; break;
                case 3: dangersOnThisLevel = dangers.Level3Dangers; level = levels.Level3; break;
                default: break;
            }

            for (int r = 0; r < matrix.GetLength(0); r++)
            {
                for (int c = 0; c < matrix.GetLength(1); c++)
                {
                    if (level[r][c].Equals(' '))
                    {
                        matrix[r, c] = VisualLoader.Grass(sizeOfVisualElements);
                    }
                    else if (level[r][c].Equals('/'))
                    {
                        matrix[r, c] = VisualLoader.Grass(1);
                        matrix[r, c].content = dangersOnThisLevel[0]; /// will have 1-st enemy
                    }
                    else if (level[r][c].Equals('.'))
                    {
                        matrix[r, c] = VisualLoader.Desert(sizeOfVisualElements);
                        matrix[r, c].content = dangersOnThisLevel[1]; /// will have 2-nd enemy
                    }
                    else if (level[r][c].Equals('+'))
                    {
                        matrix[r, c] = VisualLoader.Barren(sizeOfVisualElements);
                        matrix[r, c].content = dangersOnThisLevel[2]; /// will have 3-rd enemy
                    }
                    else if (level[r][c].Equals('#'))
                    {
                        matrix[r, c] = VisualLoader.Rock(sizeOfVisualElements);
                    }
                    else if (level[r][c].Equals(':'))
                    {
                        matrix[r, c] = VisualLoader.Grass(sizeOfVisualElements);
                    }
                    else if (level[r][c].Equals('*'))
                    {
                        matrix[r, c] = VisualLoader.Rock(sizeOfVisualElements); /// Will be chest
                    }
                    else if (char.IsDigit(level[r][c]))
                    {
                        matrix[r, c] = VisualLoader.NPC(sizeOfVisualElements); /// will be NPC
                        NPC npc = npcs.npcList[int.Parse((level[r][c]).ToString())];
                        npc.Position = new Position(r, c);
                        emptyNPCList.Add(npc);
                    }
                    else if (level[r][c].Equals('\''))
                    {
                        matrix[r, c] = VisualLoader.Desert(sizeOfVisualElements);
                        matrix[r, c].content = dangersOnThisLevel[3]; /// will be BOSS
                    }
                    else if (level[r][c].Equals('H'))
                    {
                        matrix[r, c] = VisualLoader.Grass(sizeOfVisualElements);

                            if (hero.Position.row == 0 || hero.Position.col == 0)
                            {
                                hero.Position = new Position(r, c);
                            }

                    }
                    else
                    {
                        matrix[r, c] = VisualLoader.Empty(sizeOfVisualElements);
                    }
                }
            }

            return matrix;
        }
Exemplo n.º 10
0
        public VisualElement[,] LoadVisibleLevel(VisualElement[,] VisibleMatrix, VisualElement[,] matrix, Hero hero)
        {
            VisualElements VisualLoader = new VisualElements();

            VisibleMatrix[VisibleMatrix.GetLength(0) / 2, VisibleMatrix.GetLength(1) / 2] = VisualLoader.Hero(1);
            for (int r2 = 0; r2 < VisibleMatrix.GetLength(0); r2++)
            {
                for (int c2 = 0; c2 < VisibleMatrix.GetLength(0); c2++)
                {
                    int actualPositionRow = hero.Position.row - VisibleMatrix.GetLength(0) / 2 + r2;
                    int actualPositionCol = hero.Position.col - VisibleMatrix.GetLength(0) / 2 + c2;

                    if (actualPositionRow >= 0 ||
                        actualPositionRow > matrix.GetLength(0) ||
                        actualPositionCol >= 0 ||
                        actualPositionCol > matrix.GetLength(1))
                    {
                        VisibleMatrix[r2, c2] = VisualLoader.Empty(sizeOfVisualElements);
                    }
                    else
                    {
                        VisibleMatrix[r2, c2] = matrix[actualPositionRow, actualPositionCol];
                    }
                }
            }
            return VisibleMatrix;
        }
Exemplo n.º 11
0
 public void DrawHero(Hero hero)
 {
     Console.SetCursorPosition(hero.Position.col, hero.Position.row);
     Console.BackgroundColor = ConsoleColor.DarkRed;
     Console.Write('H');
 }
Exemplo n.º 12
0
        //static VisualElement[,] VisibleMatrix = new VisualElement[height, width];
        static void Main(string[] args)
        {
            Console.Title = "SazeracMagicSword";
            Console.WindowHeight = height;
            Console.WindowWidth = width;

            //1) Main menu (new game / load game)

            int mainMenuChoosen = MainMenu.StartMainMenu();
            if (mainMenuChoosen == 1)
            {
                hero = MainMenu.SelectedChoice(mainMenuChoosen);
            }
            else if (mainMenuChoosen == 2)
            {
                hero = LoadSaveGame.Load();

            }
            else
            {
                Environment.Exit(0);
            }
            matrix = load.LoadLevel(matrix, hero, NPCsOfCurrentLevel);
            //VisibleMatrix = load.LoadVisibleLevel(VisibleMatrix, matrix, hero); // throws an exception...

            //2) Dynamic game
            //draw.DrawMatrixInConsole(VisibleMatrix);
            draw.DrawMatrixInConsole(matrix);
            while (true)
            {
                draw.DrawHero(hero);
                Console.SetCursorPosition(80, 0);
                ConsoleKeyInfo pressedKey = Console.ReadKey();

                ProcessInput(pressedKey);
            }
        }
Exemplo n.º 13
0
        static void ProcessInput(ConsoleKeyInfo pressedKey)
        {
            if (pressedKey.Key.Equals(ConsoleKey.UpArrow))
            {
                if (!matrix[hero.Position.row - 1, hero.Position.col].isSolid)
                {
                    draw.DrawInConsole(matrix[hero.Position.row, hero.Position.col], hero.Position.row, hero.Position.col);
                    hero.Move(Direction.up);
                    CheckHeroPosition();
                }
            }
            else if (pressedKey.Key.Equals(ConsoleKey.DownArrow))
            {
                if (!matrix[hero.Position.row + 1, hero.Position.col].isSolid)
                {
                    draw.DrawInConsole(matrix[hero.Position.row, hero.Position.col], hero.Position.row, hero.Position.col);
                    hero.Move(Direction.down);
                    CheckHeroPosition();
                }
            }
            else if (pressedKey.Key.Equals(ConsoleKey.LeftArrow))
            {
                if (!matrix[hero.Position.row, hero.Position.col - 1].isSolid)
                {
                    draw.DrawInConsole(matrix[hero.Position.row, hero.Position.col], hero.Position.row, hero.Position.col);
                    hero.Move(Direction.left);
                    CheckHeroPosition();
                }
            }
            else if (pressedKey.Key.Equals(ConsoleKey.RightArrow))
            {
                if (!matrix[hero.Position.row, hero.Position.col + 1].isSolid)
                {
                    draw.DrawInConsole(matrix[hero.Position.row, hero.Position.col], hero.Position.row, hero.Position.col);
                    hero.Move(Direction.right);
                    CheckHeroPosition();
                }
            }
            else if (pressedKey.Key.Equals(ConsoleKey.Enter))
            {
                if (nearbyNPC)
                {
                    foreach (NPC npc in NPCsOfCurrentLevel)
                    {
                        if (Math.Abs(npc.Position.row - hero.Position.row) <= 1 &&
                            Math.Abs(npc.Position.col - hero.Position.col) <= 1)
                        {
                            Conversation conversation = new Conversation();
                            conversation.DrawConversation(hero, npc);
                            draw.DrawMatrixInConsole(matrix);
                        }
                    }
                }
            }
            else if (pressedKey.Key.Equals(ConsoleKey.Escape))
            {
                MenuInGame menuInGame = new MenuInGame();
                menuInGame.Menu(hero);
                if (menuInGame.GetChoice == 3)
                {
                    LoadSaveGame.Save(hero);
                }
                else if (menuInGame.GetChoice == 4)
                {
                    hero = LoadSaveGame.Load();
                }

                Console.ResetColor();
                Console.Clear();
                draw.DrawMatrixInConsole(matrix);
            }
        }
Exemplo n.º 14
0
        private void MenuShowHeroStats(Hero hero)
        {
            Drawer draw = new Drawer();

            Console.ResetColor();
            Console.Clear();

            draw.DrawString("Name : " + hero.Name, ConsoleColor.Black, 4, 8);
            draw.DrawImage(hero.Image, ConsoleColor.Black, 5, 4);

            draw.DrawString("Strength: " + hero.Statistics.Strength, ConsoleColor.Black, 23, 45);
            draw.DrawString("Dexterity: " + hero.Statistics.Dexterity, ConsoleColor.Black, 25, 45);
            draw.DrawString("Willpower: " + hero.Statistics.EillPower, ConsoleColor.Black, 27, 45);

            draw.DrawString("Weapon: " + hero.Weapon.name, ConsoleColor.Black, 10, 45);
            draw.DrawString("Weapon Damage: " + hero.Weapon.damage, ConsoleColor.Black, 11, 45);

            draw.DrawString("Magic: " + hero.Weapon.magic.Name, ConsoleColor.Black, 13, 45);
            draw.DrawString("Magic Damage: " + hero.Weapon.magic.damage, ConsoleColor.Black, 14, 45);
            draw.DrawString("Magic Damage on Self: " + hero.Weapon.magic.damageOnSelf, ConsoleColor.Black, 15, 45);
            draw.DrawString("Magic Chance to Stun: " + hero.Weapon.magic.chanceToStun, ConsoleColor.Black, 16, 45);

            Console.SetCursorPosition(0, 0);

            Console.ReadKey();
        }
Exemplo n.º 15
0
        public void StartBattle(Hero TheHero,
                                Enemy TheEnemy, 
                                bool BossFight, 
                                VisualElement[,] matrix, 
                                List<NPC> NPCsOfCurrentLevel)
        {
            hero = TheHero;
            enemy = TheEnemy;

            totalHeroHP = hero.Statistics.HitPoints;
            currentHeroHP = totalHeroHP;
            totalEnemyHP = enemy.Statistics.HitPoints;
            currentEnemyHP = totalEnemyHP;
            DrawBattle(hero, enemy);

            while (currentHeroHP > 0 && currentEnemyHP > 0)
            {
                ProcessInput(Console.ReadKey());
                Thread.Sleep(1000);
                DrawBattle(hero, enemy);
                if (escapeSuccessful)
                {
                    break;
                }
                if (currentEnemyHP < 1)
                {
                    break;
                }
                EnemyAttack();
                Thread.Sleep(1000);
                DrawBattle(hero, enemy);

                enemyIsCrippled = false;
            }

            if (currentHeroHP < 1)
            {
                // game over
                TheHero.LevelUp();
                hero.Position = new Position(0, 0);
                Loader load = new Loader();
                NPCsOfCurrentLevel.Clear();
                matrix = load.LoadLevel(matrix, TheHero, NPCsOfCurrentLevel);
            }
            else
            {
                if (BossFight)
                {
                    TheHero.LevelUp();
                    hero.Position = new Position(0, 0);

                    if (TheHero.level > 3)
                    {
                        // Game compleated
                    }

                    MenuChangeWeapon newWeapon = new MenuChangeWeapon();
                    newWeapon.GetRandomWeapon(TheHero);

                    Loader load = new Loader();
                    NPCsOfCurrentLevel.Clear();

                    matrix = load.LoadLevel(matrix, TheHero, NPCsOfCurrentLevel);
                }
                else if (!escapeSuccessful)
                {
                    DiceRoller dice = new DiceRoller();
                    if (dice.NewDice(0.5))
                    {
                        MenuChangeWeapon newWeapon = new MenuChangeWeapon();
                        newWeapon.GetRandomWeapon(TheHero);
                    }
                }
            }
        }
Exemplo n.º 16
0
        void DrawBattle(Hero hero, Enemy enemy)
        {
            Drawer draw = new Drawer();

            Console.BackgroundColor = ConsoleColor.Black;
            Console.Clear();

            int heroLifeBarBlocks = (int)(20 * (double)currentHeroHP / totalHeroHP);
            int enemyLifeBarBlocks = (int)(20 * (double)currentEnemyHP / totalEnemyHP);

            if (heroLifeBarBlocks < 0)
            {
                heroLifeBarBlocks = 0;
            }
            if (enemyLifeBarBlocks < 0)
            {
                enemyLifeBarBlocks = 0;
            }

            draw.DrawString(hero.Name + " (" + hero.level + ")", ConsoleColor.DarkGray, 2, 5);
            draw.DrawString(new string(' ', heroLifeBarBlocks), ConsoleColor.DarkRed, 3, 15);
            draw.DrawString(currentHeroHP + " / " + totalHeroHP, ConsoleColor.DarkRed, 3, 36);
            draw.DrawImage(hero.Image, ConsoleColor.Black, 5, 5);
            for (int i = 0; i < 7; i++)
            {
                draw.DrawString(boxRow, ConsoleColor.DarkYellow, 40 + i, 10);
                if (i == 1)
                { draw.DrawString("Press [A] to Attack", ConsoleColor.DarkYellow, 40 + i, 13); }
                else if (i == 3)
                { draw.DrawString("Press [S] to use a Spell", ConsoleColor.DarkYellow, 40 + i, 13); }
                else if (i == 5)
                { draw.DrawString("Press [E] to Escape", ConsoleColor.DarkYellow, 40 + i, 13); }
            }

            draw.DrawString(enemy.Name, ConsoleColor.DarkGray, 2, 55);
            draw.DrawString(new string(' ', enemyLifeBarBlocks), ConsoleColor.DarkRed, 3, 65);
            draw.DrawString(currentEnemyHP + " / " + totalEnemyHP, ConsoleColor.DarkRed, 3, 86);
            draw.DrawImage(enemy.Image, ConsoleColor.Black, 5, 55);
            for (int i = 0; i < 7; i++)
            {
                draw.DrawString(boxRow, ConsoleColor.DarkYellow, 40 + i, 60);
                draw.DrawString(message[i], ConsoleColor.DarkYellow, 40 + i, 63);
            }
            Console.BackgroundColor = ConsoleColor.Black;
            Console.SetCursorPosition(0,0);
        }