fixed inactive elements when spawning with brush
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@@ -15,7 +15,6 @@ public class Chunk {
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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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public Chunk(int x, int y, int index) {
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Index = index;
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@@ -37,10 +36,9 @@ public class Chunk {
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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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Elements[x,y].Update();
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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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@@ -127,7 +125,5 @@ public class Chunk {
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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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@@ -13,7 +13,7 @@ public class Element {
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public int DiffuseSpeed = 10;
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public const int MAX_DIFFUSE_SPEED = 100;
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public const int STEPS_UNTIL_INACTIVE = 100;
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public const int STEPS_UNTIL_INACTIVE = 500;
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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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@@ -24,12 +24,14 @@ public class Element {
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public Element(Element e) {
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Position = e.Position;
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Chunk = e.Chunk;
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LastMove = Engine.GetFramesDrawn();
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}
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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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Chunk = chunk;
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LastMove = Engine.GetFramesDrawn();
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}
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public bool Active {
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@@ -49,11 +51,11 @@ public class Element {
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/// </summary>
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/// <param name="currentFrame"></param>
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/// <returns>false if there is nothing to do</returns>
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public virtual bool Update(int currentFrame) {
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public virtual bool Update() {
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if (!Active) return false;
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if (LastUpdate == currentFrame) return false; // already updated this frame
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LastUpdate = currentFrame;
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if (LastUpdate == Engine.GetFramesDrawn()) return false; // already updated this frame
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LastUpdate = Engine.GetFramesDrawn();
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return true;
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}
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@@ -7,9 +7,9 @@ public abstract class Liquid : Element {
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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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if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false;
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public override bool Update() {
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if (!base.Update()) return false;
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if (LastMove + STEPS_UNTIL_INACTIVE < Engine.GetFramesDrawn()) Active = false;
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Tick();
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@@ -5,9 +5,9 @@ namespace FOU.Scripts.Elements;
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public abstract class Solid : Element {
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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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if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false;
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public override bool Update() {
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if (!base.Update()) return false;
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if (LastMove + STEPS_UNTIL_INACTIVE < Engine.GetFramesDrawn()) Active = false;
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Tick();
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