added chunks

This commit is contained in:
2024-07-14 17:22:37 +02:00
parent 5d07477de5
commit 31edd511e0
8 changed files with 213 additions and 124 deletions

128
Scripts/Chunk.cs Normal file
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@@ -0,0 +1,128 @@
using System;
using FOU.Scripts.Elements;
using Godot;
namespace FOU.Scripts;
public class Chunk {
public Element[,] Elements;
public Chunk NeighborN = null;
public Chunk NeighborE = null;
public Chunk NeighborS = null;
public Chunk NeighborW = null;
private readonly Image image;
private readonly int sizeX;
private readonly int sizeY;
private int frame;
private Chunk _this;
public Chunk(int x, int y) {
_this = this;
sizeX = x;
sizeY = y;
Elements = new Element[x, y];
for (int i = 0; i < sizeX; i++) {
for (int j = 0; j < sizeY; j++) {
Elements[i,j] = new Element(i, j, _this);
}
}
image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
image.Fill(Colors.Black);
}
public void Update() {
for (int x = 0; x < sizeX; x++) {
for (int y = 0; y < sizeY; y++) {
if (Elements[x,y] != null)
Elements[x,y].Update(frame);
}
}
frame++;
// TODO: enable rain again
// MakeItRain(_main.RainAmount);
}
public void WritePixel<T>(int x, int y, int size) {
int halfsize = size/2;
Type type = typeof(T);
for (int i = -halfsize; i <= halfsize; i++) {
for (int j = -halfsize; j <= halfsize; j++) {
int X = Mathf.Clamp(x + i, 0, sizeX-1);
int Y = Mathf.Clamp(y + j, 0, sizeY-1);
object o = Activator.CreateInstance(type, X, Y, _this);
if (Elements[X,Y].GetType() != type)
Elements[X,Y] = o as Element;
}
}
}
public Image DrawLevel() {
for (int x = 0; x < sizeX; x++) {
for (int y = 0; y < sizeY; y++) {
image.SetPixel(x,y, Elements[x,y].Color);
}
}
return image;
}
public void Swap(Element what, Vector2I pos) {
Swap(what, Get(pos));
}
public Element Get(Vector2I pos) {
// North
if (pos.X < 0)
if (NeighborN != null) return NeighborN.Get(NeighborN.sizeX + pos.X, pos.Y);
// South
if (pos.X >= sizeX)
if (NeighborS != null) return NeighborS.Get(sizeX - pos.X, pos.Y);
// West
if (pos.Y < 0)
if (NeighborW != null) return NeighborW.Get(pos.X, NeighborW.sizeY + pos.Y);
// East
if (pos.Y >= sizeY)
if (NeighborE != null) return NeighborE.Get(pos.X, sizeY - pos.Y);
return Get(pos.X, pos.Y);
}
private 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) {
return Get(pos)?.GetType() == typeof(Element);
}
private void Swap(Element what, Element swapTo) {
Element swap = new Element(what);
if (what == null || swapTo == null) return;
what.Position = swapTo.Position;
what.Chunk = swapTo.Chunk;
Elements[swapTo.Position.X, swapTo.Position.Y] = what;
swapTo.Position = swap.Position;
swapTo.Chunk = swap.Chunk;
Elements[swap.Position.X, swap.Position.Y] = swapTo;
what.Active = true;
swapTo.Active = true;
what.LastMove = frame;
swapTo.LastMove = frame;
}
}

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@@ -4,7 +4,7 @@ namespace FOU.Scripts.Elements;
public class Dirt : Solid {
public Dirt(int x, int y, ref Level level) : base(x, y, ref level) {
public Dirt(int x, int y, ref Chunk chunk) : base(x, y, ref chunk) {
Color = AddColorVariance(Colors.Brown);
Density = 10;
DiffuseSpeed = 50;

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@@ -6,6 +6,7 @@ public class Element {
public Color Color = Colors.Black;
public Vector2I Position;
public Chunk Chunk;
public int Density;
public int LastUpdate = -1;
public int LastMove = 0;
@@ -16,20 +17,19 @@ public class Element {
protected const float MAX_COLOR_VARIANCE = 0.1f;
protected static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1);
protected readonly Level Level;
private bool active = true;
private Color originalColor;
public Element(Element e) {
Position = e.Position;
Level = e.Level;
Chunk = e.Chunk;
}
public Element(int x, int y, Level level) {
public Element(int x, int y, Chunk chunk) {
Position.X = x;
Position.Y = y;
Level = level;
Chunk = chunk;
}
public bool Active {
@@ -65,19 +65,19 @@ public class Element {
protected virtual void Tick() {
Vector2I randomDirection = RandomDirectionDown();
if (Level.IsEmpty(Position + Vector2I.Down))
Level.Swap(this, Position + Vector2I.Down);
if (Chunk.IsEmpty(Position + Vector2I.Down))
Chunk.Swap(this, Position + Vector2I.Down);
else if (Level.IsEmpty(Position + randomDirection))
Level.Swap(this, Position + randomDirection);
else if (Chunk.IsEmpty(Position + randomDirection))
Chunk.Swap(this, Position + randomDirection);
else if (Level.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
Level.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
else if (Chunk.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
Chunk.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
if (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // ascend slower
if (Level.Get(Position + randomDirection)?.Density < Density)
Level.Swap(this, Position + Vector2I.Down);
if (Chunk.Get(Position + randomDirection)?.Density < Density)
Chunk.Swap(this, Position + Vector2I.Down);
}
protected Vector2I RandomDirectionDown() {

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@@ -5,7 +5,7 @@ namespace FOU.Scripts.Elements;
public abstract class Liquid : Element {
public const int MAX_VERTICAL_SPREAD = 3;
protected Liquid(int x, int y, ref Level level) : base(x, y, level) { }
protected Liquid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
public override bool Update(int currentFrame) {
if (!base.Update(currentFrame)) return false;
@@ -21,13 +21,13 @@ public abstract class Liquid : Element {
if (randomDirection.Y != 0)
randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD);
if (Level.IsEmpty(Position + Vector2I.Down))
Level.Swap(this, Position + Vector2I.Down);
if (Chunk.IsEmpty(Position + Vector2I.Down))
Chunk.Swap(this, Position + Vector2I.Down);
else if (Level.IsEmpty(Position + randomDirection))
Level.Swap(this, Position + Vector2I.Right * randomDirection);
else if (Chunk.IsEmpty(Position + randomDirection))
Chunk.Swap(this, Position + Vector2I.Right * randomDirection);
else if (Level.IsEmpty(Position + randomDirection))
Level.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
else if (Chunk.IsEmpty(Position + randomDirection))
Chunk.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
}
}

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@@ -3,7 +3,7 @@
namespace FOU.Scripts.Elements;
public abstract class Solid : Element {
protected Solid(int x, int y, ref Level level) : base(x, y, level) { }
protected Solid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
public override bool Update(int currentFrame) {
if (!base.Update(currentFrame)) return false;

View File

@@ -4,7 +4,7 @@ namespace FOU.Scripts.Elements;
public class Water : Liquid {
public Water(int x, int y, ref Level level) : base(x, y, ref level) {
public Water(int x, int y, ref Chunk chunk) : base(x, y, ref chunk) {
Color = AddColorVariance(Colors.Blue);
Density = 1;
}

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@@ -1,123 +1,84 @@
using System;
using FOU.Scripts.Elements;
using Godot;
using Godot;
namespace FOU.Scripts;
public class Level {
public int SizeX;
public int SizeY;
private Image mImage;
private int _frame;
private Element[,] _elements;
private Level _this;
private Main _main;
public Vector2I Resolution;
public Level(int x, int y, Main main) {
GD.Print($"Generating level ({x}:{y})");
_this = this;
_main = main;
private Chunk[,] chunks;
private Image image;
SizeX = x;
SizeY = y;
private int chunksX;
private int chunksY;
_elements = new Element[x, y];
for (int i = 0; i < SizeX; i++) {
for (int j = 0; j < SizeY; j++) {
_elements[i,j] = new Element(i, j, _this);
// per chunk:
private int chunkResX;
private int chunkResY;
public Level(Main main, int sizeX, int sizeY) {
GD.Print($"Generating level ({sizeX}:{sizeY})");
Resolution = new Vector2I(sizeX, sizeY);
chunksX = main.ChunksPerAxis;
chunksY = main.ChunksPerAxis;
chunkResX = sizeX / chunksX;
chunkResY = sizeY / chunksY;
image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
chunks = new Chunk[chunksX, chunksY];
// create all chunks
for (int x = 0; x < chunksX; x++) {
for (int y = 0; y < chunksY; y++) {
chunks[x, y] = new Chunk(chunkResX, chunkResY);
}
}
mImage = Image.Create(SizeX, SizeY, false, Image.Format.Rgb8);
mImage.Fill(Colors.Black);
// assign neighbors
for (int x = 0; x < chunksX; x++) {
for (int y = 0; y < chunksY; y++) {
if (x > 0) chunks[x, y].NeighborN = chunks[x-1, y];
if (x < chunksX-1) chunks[x, y].NeighborS = chunks[x+1, y];
if (y > 0) chunks[x, y].NeighborW = chunks[x, y-1];
if (y < chunksY-1) chunks[x, y].NeighborE = chunks[x, y+1];
}
}
}
public void Update() {
for (int x = 0; x < SizeX; x++) {
for (int y = 0; y < SizeY; y++) {
if (_elements[x,y] != null)
_elements[x,y].Update(_frame);
}
}
_frame++;
MakeItRain(_main.RainAmount);
foreach (Chunk c in chunks)
c.Update();
}
// TODO!
private void MakeItRain(float rainAmount) {
int rainDrops = (int)Math.Round(rainAmount);
for (int i = 0; i <= rainDrops; i++) {
if (GD.Randf() < rainAmount)
WritePixel<Water>((int)(GD.Randi() % SizeX), 0, 1);
}
// int rainDrops = (int)Math.Round(rainAmount);
//
// for (int i = 0; i <= rainDrops; i++) {
// if (GD.Randf() < rainAmount)
// WritePixel<Water>((int)(GD.Randi() % SizeX), 0, 1);
// }
}
public void WritePixel<T>(int x, int y, int size) {
int halfsize = size/2;
Type type = typeof(T);
for (int i = -halfsize; i <= halfsize; i++) {
for (int j = -halfsize; j <= halfsize; j++) {
int X = Mathf.Clamp(x + i, 0, SizeX-1);
int Y = Mathf.Clamp(y + j, 0, SizeY-1);
object o = Activator.CreateInstance(type, X, Y, _this);
if (_elements[X,Y].GetType() != type)
_elements[X,Y] = o as Element;
}
}
chunks[x/chunkResX, y/chunkResY].WritePixel<T>(x % chunkResX, y % chunkResY, size);
}
public Image DrawLevel() {
for (int x = 0; x < SizeX; x++) {
for (int y = 0; y < SizeY; y++) {
mImage.SetPixel(x,y, _elements[x,y].Color);
for (int cx = 0; cx < chunksX; cx++) {
for (int cy = 0; cy < chunksY; cy++) {
for (int x = 0; x < chunkResX; x++) {
for (int y = 0; y < chunkResY; y++) {
image.SetPixel(cx*chunkResX + x, cy*chunkResY + y, chunks[cx,cy].Elements[x, y].Color);
}
}
return mImage;
}
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);
return image;
}
}

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