added chunks
This commit is contained in:
128
Scripts/Chunk.cs
Normal file
128
Scripts/Chunk.cs
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@@ -0,0 +1,128 @@
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using System;
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using FOU.Scripts.Elements;
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using Godot;
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namespace FOU.Scripts;
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public class Chunk {
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public Element[,] Elements;
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public Chunk NeighborN = null;
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public Chunk NeighborE = null;
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public Chunk NeighborS = null;
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public Chunk NeighborW = null;
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private readonly Image image;
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private readonly int sizeX;
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private readonly int sizeY;
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private int frame;
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private Chunk _this;
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public Chunk(int x, int y) {
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_this = this;
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sizeX = x;
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sizeY = y;
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Elements = new Element[x, y];
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for (int i = 0; i < sizeX; i++) {
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for (int j = 0; j < sizeY; j++) {
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Elements[i,j] = new Element(i, j, _this);
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}
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}
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image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
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image.Fill(Colors.Black);
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}
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public void Update() {
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for (int x = 0; x < sizeX; x++) {
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for (int y = 0; y < sizeY; y++) {
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if (Elements[x,y] != null)
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Elements[x,y].Update(frame);
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}
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}
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frame++;
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// TODO: enable rain again
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// MakeItRain(_main.RainAmount);
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}
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public void WritePixel<T>(int x, int y, int size) {
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int halfsize = size/2;
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Type type = typeof(T);
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for (int i = -halfsize; i <= halfsize; i++) {
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for (int j = -halfsize; j <= halfsize; j++) {
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int X = Mathf.Clamp(x + i, 0, sizeX-1);
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int Y = Mathf.Clamp(y + j, 0, sizeY-1);
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object o = Activator.CreateInstance(type, X, Y, _this);
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if (Elements[X,Y].GetType() != type)
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Elements[X,Y] = o as Element;
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}
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}
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}
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public Image DrawLevel() {
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for (int x = 0; x < sizeX; x++) {
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for (int y = 0; y < sizeY; y++) {
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image.SetPixel(x,y, Elements[x,y].Color);
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}
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}
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return image;
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}
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public void Swap(Element what, Vector2I pos) {
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Swap(what, Get(pos));
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}
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public Element Get(Vector2I pos) {
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// North
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if (pos.X < 0)
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if (NeighborN != null) return NeighborN.Get(NeighborN.sizeX + pos.X, pos.Y);
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// South
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if (pos.X >= sizeX)
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if (NeighborS != null) return NeighborS.Get(sizeX - pos.X, pos.Y);
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// West
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if (pos.Y < 0)
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if (NeighborW != null) return NeighborW.Get(pos.X, NeighborW.sizeY + pos.Y);
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// East
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if (pos.Y >= sizeY)
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if (NeighborE != null) return NeighborE.Get(pos.X, sizeY - pos.Y);
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return Get(pos.X, pos.Y);
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}
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private Element Get(int x, int y) {
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if (x < 0 || x >= sizeX) return null;
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if (y < 0 || y >= sizeY) return null;
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return Elements[x,y];
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}
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public bool IsEmpty(Vector2I pos) {
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return Get(pos)?.GetType() == typeof(Element);
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}
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private void Swap(Element what, Element swapTo) {
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Element swap = new Element(what);
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if (what == null || swapTo == null) return;
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what.Position = swapTo.Position;
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what.Chunk = swapTo.Chunk;
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Elements[swapTo.Position.X, swapTo.Position.Y] = what;
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swapTo.Position = swap.Position;
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swapTo.Chunk = swap.Chunk;
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Elements[swap.Position.X, swap.Position.Y] = swapTo;
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what.Active = true;
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swapTo.Active = true;
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what.LastMove = frame;
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swapTo.LastMove = frame;
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}
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}
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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 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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Color = AddColorVariance(Colors.Brown);
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Density = 10;
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Density = 10;
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DiffuseSpeed = 50;
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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 Color Color = Colors.Black;
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public Vector2I Position;
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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 Density;
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public int LastUpdate = -1;
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public int LastUpdate = -1;
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public int LastMove = 0;
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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 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 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 bool active = true;
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private Color originalColor;
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private Color originalColor;
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public Element(Element e) {
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public Element(Element e) {
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Position = e.Position;
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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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}
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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.X = x;
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Position.Y = y;
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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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}
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public bool Active {
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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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protected virtual void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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Vector2I randomDirection = RandomDirectionDown();
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if (Level.IsEmpty(Position + Vector2I.Down))
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if (Chunk.IsEmpty(Position + Vector2I.Down))
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Level.Swap(this, 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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else if (Chunk.IsEmpty(Position + randomDirection))
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Level.Swap(this, 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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else if (Chunk.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
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Level.Swap(this, 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 (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // ascend slower
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if (Level.Get(Position + randomDirection)?.Density < Density)
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if (Chunk.Get(Position + randomDirection)?.Density < Density)
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Level.Swap(this, Position + Vector2I.Down);
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Chunk.Swap(this, Position + Vector2I.Down);
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}
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}
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protected Vector2I RandomDirectionDown() {
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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 abstract class Liquid : Element {
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public const int MAX_VERTICAL_SPREAD = 3;
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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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public override bool Update(int currentFrame) {
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if (!base.Update(currentFrame)) return false;
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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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if (randomDirection.Y != 0)
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randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD);
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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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if (Chunk.IsEmpty(Position + Vector2I.Down))
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Level.Swap(this, 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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else if (Chunk.IsEmpty(Position + randomDirection))
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Level.Swap(this, Position + Vector2I.Right * 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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else if (Chunk.IsEmpty(Position + randomDirection))
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Level.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
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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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}
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}
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@@ -3,7 +3,7 @@
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namespace FOU.Scripts.Elements;
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namespace FOU.Scripts.Elements;
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public abstract class Solid : Element {
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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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public override bool Update(int currentFrame) {
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if (!base.Update(currentFrame)) return false;
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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 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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Color = AddColorVariance(Colors.Blue);
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Density = 1;
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Density = 1;
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}
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}
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153
Scripts/Level.cs
153
Scripts/Level.cs
@@ -1,123 +1,84 @@
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using System;
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using Godot;
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using FOU.Scripts.Elements;
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using Godot;
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namespace FOU.Scripts;
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namespace FOU.Scripts;
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public class Level {
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public class Level {
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public int SizeX;
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public int SizeY;
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private Image mImage;
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private int _frame;
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private Element[,] _elements;
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public Vector2I Resolution;
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private Level _this;
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private Main _main;
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public Level(int x, int y, Main main) {
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private Chunk[,] chunks;
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GD.Print($"Generating level ({x}:{y})");
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private Image image;
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_this = this;
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_main = main;
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SizeX = x;
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private int chunksX;
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SizeY = y;
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private int chunksY;
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_elements = new Element[x, y];
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// per chunk:
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for (int i = 0; i < SizeX; i++) {
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private int chunkResX;
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for (int j = 0; j < SizeY; j++) {
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private int chunkResY;
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_elements[i,j] = new Element(i, j, _this);
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public Level(Main main, int sizeX, int sizeY) {
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GD.Print($"Generating level ({sizeX}:{sizeY})");
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Resolution = new Vector2I(sizeX, sizeY);
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chunksX = main.ChunksPerAxis;
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chunksY = main.ChunksPerAxis;
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chunkResX = sizeX / chunksX;
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chunkResY = sizeY / chunksY;
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image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
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chunks = new Chunk[chunksX, chunksY];
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// create all chunks
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for (int x = 0; x < chunksX; x++) {
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for (int y = 0; y < chunksY; y++) {
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chunks[x, y] = new Chunk(chunkResX, chunkResY);
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}
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}
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}
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}
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mImage = Image.Create(SizeX, SizeY, false, Image.Format.Rgb8);
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// assign neighbors
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mImage.Fill(Colors.Black);
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for (int x = 0; x < chunksX; x++) {
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for (int y = 0; y < chunksY; y++) {
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if (x > 0) chunks[x, y].NeighborN = chunks[x-1, y];
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if (x < chunksX-1) chunks[x, y].NeighborS = chunks[x+1, y];
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if (y > 0) chunks[x, y].NeighborW = chunks[x, y-1];
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if (y < chunksY-1) chunks[x, y].NeighborE = chunks[x, y+1];
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}
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}
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}
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}
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public void Update() {
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public void Update() {
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for (int x = 0; x < SizeX; x++) {
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foreach (Chunk c in chunks)
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for (int y = 0; y < SizeY; y++) {
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c.Update();
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if (_elements[x,y] != null)
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_elements[x,y].Update(_frame);
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}
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}
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_frame++;
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MakeItRain(_main.RainAmount);
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}
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}
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// TODO!
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private void MakeItRain(float rainAmount) {
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private void MakeItRain(float rainAmount) {
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int rainDrops = (int)Math.Round(rainAmount);
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// int rainDrops = (int)Math.Round(rainAmount);
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//
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for (int i = 0; i <= rainDrops; i++) {
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// for (int i = 0; i <= rainDrops; i++) {
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if (GD.Randf() < rainAmount)
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// if (GD.Randf() < rainAmount)
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WritePixel<Water>((int)(GD.Randi() % SizeX), 0, 1);
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// WritePixel<Water>((int)(GD.Randi() % SizeX), 0, 1);
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}
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// }
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}
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}
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public void WritePixel<T>(int x, int y, int size) {
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public void WritePixel<T>(int x, int y, int size) {
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int halfsize = size/2;
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chunks[x/chunkResX, y/chunkResY].WritePixel<T>(x % chunkResX, y % chunkResY, size);
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Type type = typeof(T);
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for (int i = -halfsize; i <= halfsize; i++) {
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for (int j = -halfsize; j <= halfsize; j++) {
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int X = Mathf.Clamp(x + i, 0, SizeX-1);
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int Y = Mathf.Clamp(y + j, 0, SizeY-1);
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object o = Activator.CreateInstance(type, X, Y, _this);
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if (_elements[X,Y].GetType() != type)
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_elements[X,Y] = o as Element;
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}
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}
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}
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}
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public Image DrawLevel() {
|
public Image DrawLevel() {
|
||||||
for (int x = 0; x < SizeX; x++) {
|
for (int cx = 0; cx < chunksX; cx++) {
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for (int y = 0; y < SizeY; y++) {
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for (int cy = 0; cy < chunksY; cy++) {
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mImage.SetPixel(x,y, _elements[x,y].Color);
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for (int x = 0; x < chunkResX; x++) {
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for (int y = 0; y < chunkResY; y++) {
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image.SetPixel(cx*chunkResX + x, cy*chunkResY + y, chunks[cx,cy].Elements[x, y].Color);
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}
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}
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}
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}
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return mImage;
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}
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}
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}
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return image;
|
||||||
private void Swap(Element what, Element swapTo) {
|
|
||||||
Element swap = new Element(what);
|
|
||||||
|
|
||||||
if (what == null || swapTo == null) return;
|
|
||||||
|
|
||||||
what.Position = swapTo.Position;
|
|
||||||
_elements[swapTo.Position.X, swapTo.Position.Y] = what;
|
|
||||||
|
|
||||||
swapTo.Position = swap.Position;
|
|
||||||
_elements[swap.Position.X, swap.Position.Y] = swapTo;
|
|
||||||
|
|
||||||
what.Active = true;
|
|
||||||
swapTo.Active = true;
|
|
||||||
what.LastMove = _frame;
|
|
||||||
swapTo.LastMove = _frame;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Swap(Element what, Vector2I pos) {
|
|
||||||
Swap(what, Get(pos));
|
|
||||||
}
|
|
||||||
|
|
||||||
public Element Get(Vector2I where) {
|
|
||||||
if (where.X < 0 || where.X >= SizeX) return null;
|
|
||||||
if (where.Y < 0 || where.Y >= SizeY) return null;
|
|
||||||
|
|
||||||
return _elements[where.X, where.Y];
|
|
||||||
}
|
|
||||||
|
|
||||||
public Element Get(int x, int y) {
|
|
||||||
if (x < 0 || x >= SizeX) return null;
|
|
||||||
if (y < 0 || y >= SizeY) return null;
|
|
||||||
|
|
||||||
return _elements[x,y];
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool IsEmpty(Vector2I pos) {
|
|
||||||
if (pos.X < 0 || pos.X >= SizeX) return false;
|
|
||||||
if (pos.Y < 0 || pos.Y >= SizeY) return false;
|
|
||||||
|
|
||||||
return Get(pos).GetType() == typeof(Element);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System.Reflection;
|
||||||
using FOU.Scripts;
|
using FOU.Scripts;
|
||||||
using FOU.Scripts.Elements;
|
using FOU.Scripts.Elements;
|
||||||
using Godot;
|
using Godot;
|
||||||
@@ -7,6 +8,7 @@ public partial class Main : Node2D {
|
|||||||
|
|
||||||
[Export] public int BrushSize = 5;
|
[Export] public int BrushSize = 5;
|
||||||
[Export] public float TextureResolution = 0.5f;
|
[Export] public float TextureResolution = 0.5f;
|
||||||
|
[Export] public int ChunksPerAxis = 2;
|
||||||
[Export] public float RainAmount = 0.01f;
|
[Export] public float RainAmount = 0.01f;
|
||||||
|
|
||||||
public static Main Instance;
|
public static Main Instance;
|
||||||
@@ -15,16 +17,14 @@ public partial class Main : Node2D {
|
|||||||
private Level mLevel;
|
private Level mLevel;
|
||||||
|
|
||||||
public override void _Ready() {
|
public override void _Ready() {
|
||||||
mLevel = new Level((int)(GetViewportRect().Size.X * TextureResolution),
|
mLevel = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution),
|
||||||
(int)(GetViewportRect().Size.Y * TextureResolution), this
|
(int)(GetViewportRect().Size.Y * TextureResolution));
|
||||||
);
|
|
||||||
mLevelDrawer = GetNode<TextureRect>("CanvasLayer/LevelDrawer");
|
mLevelDrawer = GetNode<TextureRect>("CanvasLayer/LevelDrawer");
|
||||||
|
|
||||||
Instance = this;
|
Instance = this;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void _Process(double delta) {
|
public override void _Process(double delta) {
|
||||||
|
|
||||||
mLevel.Update();
|
mLevel.Update();
|
||||||
mLevelDrawer.Texture = ImageTexture.CreateFromImage(mLevel.DrawLevel());
|
mLevelDrawer.Texture = ImageTexture.CreateFromImage(mLevel.DrawLevel());
|
||||||
}
|
}
|
||||||
@@ -34,8 +34,8 @@ public partial class Main : Node2D {
|
|||||||
|
|
||||||
Vector2 mouse = GetViewport().GetMousePosition();
|
Vector2 mouse = GetViewport().GetMousePosition();
|
||||||
|
|
||||||
float mappedX = mouse.X / GetViewportRect().Size.X * mLevel.SizeX;
|
float mappedX = mouse.X / (GetViewportRect().Size.X / mLevel.Resolution.X);
|
||||||
float mappedY = mouse.Y / GetViewportRect().Size.Y * mLevel.SizeY;
|
float mappedY = mouse.Y / (GetViewportRect().Size.Y / mLevel.Resolution.Y);
|
||||||
|
|
||||||
mLevel.WritePixel<Dirt>((int)mappedX, (int)mappedY, BrushSize);
|
mLevel.WritePixel<Dirt>((int)mappedX, (int)mappedY, BrushSize);
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user