using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ArmoredVehicle { internal class VerticalMap : AbstractMap { /// /// Цвет участка закрытого /// private readonly Brush barrierColor = new SolidBrush(Color.Brown); /// /// Цвет участка открытого /// private readonly Brush roadColor = new SolidBrush(Color.LightGray); protected override void DrawBarrierPart(Graphics g, int i, int j) { g.FillRectangle(barrierColor, i * _size_x, j * _size_y, i * (_size_x + 1), j * (_size_y + 1)); } protected override void DrawRoadPart(Graphics g, int i, int j) { g.FillRectangle(roadColor, i * _size_x, j * _size_y, (i + 1) * (_size_x + 1), (j + 1) * (_size_y + 1)); } protected override void GenerateMap() { _map = new int[50, 50]; _size_x = (float)_width / _map.GetLength(0); _size_y = (float)_height / _map.GetLength(1); int counter = 0; for (int i = 0; i < _map.GetLength(0); ++i) { for (int j = 0; j < _map.GetLength(1); ++j) { _map[i, j] = _freeRoad; } } while (counter < 7) { int x1 = _random.Next(0, 12); int x2 = _random.Next(12, _map.GetLength(0)); int y1 = _random.Next(0, _map.GetLength(1)); for (int i = x1; i < x2; i++) { if (_map[y1, i] == _freeRoad) { _map[y1, i] = _barrier; } } counter++; } } } }