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++;
}
}
}
}