added chunks
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@@ -1,3 +1,4 @@
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using System.Reflection;
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using FOU.Scripts;
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using FOU.Scripts.Elements;
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using Godot;
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@@ -7,6 +8,7 @@ public partial class Main : Node2D {
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[Export] public int BrushSize = 5;
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[Export] public float TextureResolution = 0.5f;
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[Export] public int ChunksPerAxis = 2;
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[Export] public float RainAmount = 0.01f;
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public static Main Instance;
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@@ -15,16 +17,14 @@ public partial class Main : Node2D {
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private Level mLevel;
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public override void _Ready() {
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mLevel = new Level((int)(GetViewportRect().Size.X * TextureResolution),
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(int)(GetViewportRect().Size.Y * TextureResolution), this
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);
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mLevel = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution),
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(int)(GetViewportRect().Size.Y * TextureResolution));
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mLevelDrawer = GetNode<TextureRect>("CanvasLayer/LevelDrawer");
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Instance = this;
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}
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public override void _Process(double delta) {
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mLevel.Update();
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mLevelDrawer.Texture = ImageTexture.CreateFromImage(mLevel.DrawLevel());
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}
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@@ -34,8 +34,8 @@ public partial class Main : Node2D {
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Vector2 mouse = GetViewport().GetMousePosition();
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float mappedX = mouse.X / GetViewportRect().Size.X * mLevel.SizeX;
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float mappedY = mouse.Y / GetViewportRect().Size.Y * mLevel.SizeY;
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float mappedX = mouse.X / (GetViewportRect().Size.X / mLevel.Resolution.X);
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float mappedY = mouse.Y / (GetViewportRect().Size.Y / mLevel.Resolution.Y);
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mLevel.WritePixel<Dirt>((int)mappedX, (int)mappedY, BrushSize);
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}
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