static void engine() { intro(); ////////////////////prerequisites//////////////////////////// Style styleP = new Style(" * " + " " + "* *" + " " + " * ", 5, 5); Style styleE = new Style(" ** " + " **** " + "** **" + " **** " + " ** ", 6, 5); Style styleG = new Style(" ** " + " **** " + "******" + "******" + " **** " + " ** ", 6, 6); Style styleB = new Style("*", 1, 1); Random rng = new Random(); Game game = new Game(); Task.Delay(100).Wait(); game.Render(true); Quadrant quadrant = (Quadrant)rng.Next(0, 4); Goal goal = new Goal(30, 50, game, styleG); Block block = new Block(4000, 4000, game, new Style(new string('*', 15 * 15), 15, 15)); Player player = new Player(1, 1, 50, game, styleP); Enemy enemy = new Enemy(50, 50, 500, game, styleE, player); game.AddBlocks(3); //////////////////////////////////////////////////////////////////// /////////////////////////GoardLoop/Engine/////////////////////////////////// MemoryCache cache = MemoryCache.Default; DateTime now = new DateTime(); DateTime previous = new DateTime(); TimeSpan elapsed = new TimeSpan(); int wait = 0; while (true) { previous = now; now = DateTime.Now; elapsed = now - previous; ///////////////LoopCode/////////////// game.InputProcessor(); game.Update(); object collision = cache.Get("collision"); if (collision != null) { break; } game.Render(); //////////////////////////////////////// wait = 16 - elapsed.Milliseconds; if (!(wait < 0)) { Task.Delay(wait).Wait(); } } ////////////////////////////////////////////////////////////////// }