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//top edge
if (normal)
for (int i = y; i > 0; i--)
if (_map[x, i] == 0)
if ((i - 1) > minDist) { mnt.Corners[0] = new Point(x, i - 1 + minDist); break; }
else { normal = false; mnt.Height = -1; }
//top-right edge
if (normal)
for (int i = 0; ((x + i) < MAP_SIZE) & ((y - i) > 0); i++)
if (_map[x + i, y - i] == 0)
if (Math.Sqrt(2) * (MAP_SIZE - i) > minDist) { mnt.Corners[1] = new Point(x + i - 1 - minDist, y - i + 1 + minDist); break; }
else { normal = false; mnt.Height = -1; }
//right edge
if (normal)
for (int i = x; i < MAP_SIZE; i++)
if (_map[i, y] == 0)
if ((MAP_SIZE - i - 1) > minDist) { mnt.Corners[2] = new Point(i - 1 - minDist, y); break; }
else { normal = false; mnt.Height = -1; }
//bottom-right edge
if (normal)
for (int i = 0; ((x + i) < MAP_SIZE) & ((y + i) < MAP_SIZE); i++)
if (_map[x + i, y + i] == 0)
if (Math.Sqrt(2) * (MAP_SIZE - i) > minDist) { mnt.Corners[3] = new Point(x + i - 1 - minDist, y + i - 1 - minDist); break; }
else { normal = false; mnt.Height = -1; }
//bottom edge
if (normal)
for (int i = y; i > 0; i++)
if (_map[x, i] == 0)
if ((i - 1) > minDist) { mnt.Corners[4] = new Point(x, i - 1 - minDist); break; }
else { normal = false; mnt.Height = -1; }
//bottom-left edge
if (normal)
for (int i = 0; ((x - i) < MAP_SIZE) & ((y + i) > 0); i++)
if (_map[x - i, y + i] == 0)
if (Math.Sqrt(2) * (MAP_SIZE - i) > minDist) { mnt.Corners[5] = new Point(x - i + 1 + minDist, y + i - 1 - minDist); break; }
else { normal = false; mnt.Height = -1; }
//left edge
if (normal)
for (int i = x; i > 0; i--)
if (_map[i, y] == 0)
if ((i + 1) > minDist) { mnt.Corners[6] = new Point(i + 1 + minDist, y); break; }
else { normal = false; mnt.Height = -1; }
//top-left edge
if (normal)
for (int i = 0; ((x - i) > 0) & ((y - i) > 0); i++)
if (_map[x - i, y - i] == 0)
if (Math.Sqrt(2) * (MAP_SIZE - i) > minDist) { mnt.Corners[7] = new Point(x - i + 1 + minDist, y - i + 1 + minDist); break; }
else { normal = false; mnt.Height = -1; }
Мне было лень думать. Очень лень.