private void AddGameObject() { if (blockedMap.GetCell(mouse.Position) != null) { if (blockedMap.CheckVacancy(mouse.Position)) { switch (objSelect) { case 1: positiveObjects.Add(new GameObject(CreatePixel(), positiveInfluenceMap.GetCell(mouse.Position).GetPosition(), Color.LimeGreen, InfluenceMapConfig.CellWidth)); gameObjects.Add(positiveObjects[positiveObjects.Count - 1]); break; case 2: negativeObjects.Add(new GameObject(CreatePixel(), negativeInfluenceMap.GetCell(mouse.Position).GetPosition(), Color.HotPink, InfluenceMapConfig.CellWidth)); gameObjects.Add(negativeObjects[negativeObjects.Count - 1]); break; } } } }