private static bool CornerCheck(Brick brick)
 {
     return (Math.Abs(Canvas.GetLeft(brick)) < 0.1 || Math.Abs(Canvas.GetLeft(brick) - 19 * Squaresize) < 0.1) &&
            (Math.Abs(Canvas.GetTop(brick)) < 0.1 || Math.Abs(Canvas.GetTop(brick) - 19 * Squaresize) < 0.1);
 }
        internal static Point GetCoordinates(Brick element)
        {
            for (var j = 0; j < FieldElementsArray.GetLength(0); j++)
            {
                for (var i = 0; i < FieldElementsArray.GetLength(1); i++)
                {
                    if (FieldElementsArray[i, j] == element)
                    {
                        return new Point(i, j);
                    }
                }
            }

            var x = Math.Round(Canvas.GetLeft(element) / Squaresize);
            var y = Math.Round(Canvas.GetTop(element) / Squaresize);
            return new Point(x, y);
        }
        private static void AddBrick(ushort x, ushort y)
        {
            if (FieldElementsArray[x, y] != null) return;

            var tempBrick = new Brick
            {
                Width = Squaresize,
                Height = Squaresize,
            };

            MainWindow.Wm.Battlfield.Children.Add(tempBrick);
            Canvas.SetLeft(tempBrick, Squaresize * x);
            Canvas.SetTop(tempBrick, Squaresize * y);
            FieldElementsArray[x, y] = tempBrick;
            BricksList.Add(tempBrick);
        }
        internal static double FindDirectDistance(Brick brick1, Brick brick2)
        {
            var x1 = Canvas.GetLeft(brick1);
            var y1 = Canvas.GetTop(brick1);
            var x2 = Canvas.GetLeft(brick2);
            var y2 = Canvas.GetTop(brick2);

            return Math.Sqrt(Math.Pow(x1 - x2, 2) + Math.Pow(y1 - y2, 2));
        }