public road(crossroad new_start_crossroad, crossroad new_end_crossroad, double new_max_speed_level, int new_limit_for_cars) { start_crossroad = new_start_crossroad; end_crossroad = new_end_crossroad; max_speed_level = new_max_speed_level; limit_for_cars = new_limit_for_cars; length = Math.Sqrt((double)Math.Pow((double)Math.Abs(start_crossroad.coordinates.X - end_crossroad. coordinates.X), 2.0) + (double)Math.Pow((double)Math.Abs(start_crossroad.coordinates. Y - end_crossroad.coordinates.Y), 2.0)); offset_x_with_max_speed = (((double)Math.Abs(start_crossroad.coordinates.X - end_crossroad. coordinates.X)) / length) * (double)max_speed_level; offset_y_with_max_speed = (((double)Math.Abs(start_crossroad.coordinates.Y - end_crossroad. coordinates.Y)) / length) * (double)max_speed_level; }
public car(crossroad new_direction_crossroad, Point new_point) { direction_crossroad = new_direction_crossroad; coordinates.X = (double)new_point.X; coordinates.Y = (double)new_point.Y; }