added chunks
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@@ -4,7 +4,7 @@ namespace FOU.Scripts.Elements;
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public class Dirt : Solid {
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public Dirt(int x, int y, ref Level level) : base(x, y, ref level) {
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public Dirt(int x, int y, ref Chunk chunk) : base(x, y, ref chunk) {
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Color = AddColorVariance(Colors.Brown);
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Density = 10;
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DiffuseSpeed = 50;
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@@ -6,6 +6,7 @@ public class Element {
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public Color Color = Colors.Black;
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public Vector2I Position;
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public Chunk Chunk;
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public int Density;
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public int LastUpdate = -1;
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public int LastMove = 0;
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@@ -16,20 +17,19 @@ public class Element {
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protected const float MAX_COLOR_VARIANCE = 0.1f;
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protected static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1);
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protected readonly Level Level;
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private bool active = true;
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private Color originalColor;
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public Element(Element e) {
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Position = e.Position;
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Level = e.Level;
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Chunk = e.Chunk;
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}
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public Element(int x, int y, Level level) {
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public Element(int x, int y, Chunk chunk) {
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Position.X = x;
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Position.Y = y;
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Level = level;
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Chunk = chunk;
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}
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public bool Active {
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@@ -65,19 +65,19 @@ public class Element {
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protected virtual void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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if (Level.IsEmpty(Position + Vector2I.Down))
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Level.Swap(this, Position + Vector2I.Down);
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if (Chunk.IsEmpty(Position + Vector2I.Down))
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Chunk.Swap(this, Position + Vector2I.Down);
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else if (Level.IsEmpty(Position + randomDirection))
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Level.Swap(this, Position + randomDirection);
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else if (Chunk.IsEmpty(Position + randomDirection))
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Chunk.Swap(this, Position + randomDirection);
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else if (Level.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
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Level.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
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else if (Chunk.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
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Chunk.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
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if (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // ascend slower
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if (Level.Get(Position + randomDirection)?.Density < Density)
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Level.Swap(this, Position + Vector2I.Down);
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if (Chunk.Get(Position + randomDirection)?.Density < Density)
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Chunk.Swap(this, Position + Vector2I.Down);
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}
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protected Vector2I RandomDirectionDown() {
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@@ -5,7 +5,7 @@ namespace FOU.Scripts.Elements;
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public abstract class Liquid : Element {
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public const int MAX_VERTICAL_SPREAD = 3;
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protected Liquid(int x, int y, ref Level level) : base(x, y, level) { }
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protected Liquid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
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public override bool Update(int currentFrame) {
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if (!base.Update(currentFrame)) return false;
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@@ -21,13 +21,13 @@ public abstract class Liquid : Element {
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if (randomDirection.Y != 0)
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randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD);
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if (Level.IsEmpty(Position + Vector2I.Down))
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Level.Swap(this, Position + Vector2I.Down);
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if (Chunk.IsEmpty(Position + Vector2I.Down))
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Chunk.Swap(this, Position + Vector2I.Down);
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else if (Level.IsEmpty(Position + randomDirection))
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Level.Swap(this, Position + Vector2I.Right * randomDirection);
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else if (Chunk.IsEmpty(Position + randomDirection))
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Chunk.Swap(this, Position + Vector2I.Right * randomDirection);
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else if (Level.IsEmpty(Position + randomDirection))
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Level.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
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else if (Chunk.IsEmpty(Position + randomDirection))
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Chunk.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
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}
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}
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@@ -3,7 +3,7 @@
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namespace FOU.Scripts.Elements;
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public abstract class Solid : Element {
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protected Solid(int x, int y, ref Level level) : base(x, y, level) { }
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protected Solid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
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public override bool Update(int currentFrame) {
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if (!base.Update(currentFrame)) return false;
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@@ -4,7 +4,7 @@ namespace FOU.Scripts.Elements;
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public class Water : Liquid {
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public Water(int x, int y, ref Level level) : base(x, y, ref level) {
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public Water(int x, int y, ref Chunk chunk) : base(x, y, ref chunk) {
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Color = AddColorVariance(Colors.Blue);
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Density = 1;
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}
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