# using System using SFML Graphics using SFML System namespace AIGravity

 ``` 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77``` ```using System; using SFML.Graphics; using SFML.System; namespace AIGravityDefied { class Map { public int seed; private int size; public float[,] points = new float[100, 2]; private Random rand; public Map(int size, int seed = 0) { if (seed == 0) { rand = new Random(); seed = rand.Next(0, 10000); } else { rand = new Random(seed); } this.seed = seed; this.size = size; Generate(); System.Console.WriteLine("Seed: {0}", seed); } private float GetRandom(int min, int max) { return (float)rand.NextDouble() * (max - min) + min; } private void Generate() { float x1 = 200, y1 = 500; points[0, 0] = 0; points[0, 1] = 500; points[1, 0] = x1; points[1, 1] = y1; for (int i = 2; i < size; i++) { x1 += GetRandom(30, 100); points[i, 0] = x1; y1 += GetRandom(-50, 50); points[i, 1] = y1; } } public VertexArray Render() { var line = new VertexArray(PrimitiveType.Lines, 4); for (int i = 1; i < size; i++) { line.Append(new Vertex(new Vector2f(points[i - 1, 0], points[i - 1, 1]))); line.Append(new Vertex(new Vector2f(points[i, 0], points[i, 1]))); } return line; } } } ```