diff --git a/Scenes/main.tscn b/Scenes/main.tscn index 3fb7cd9..0c4b008 100644 --- a/Scenes/main.tscn +++ b/Scenes/main.tscn @@ -6,6 +6,7 @@ script = ExtResource("1_k1i8e") BrushSize = 3 TextureResolution = 0.25 +RainAmount = 0.15 [node name="CanvasLayer" type="CanvasLayer" parent="."] diff --git a/Scripts/Elements/Dirt.cs b/Scripts/Elements/Dirt.cs index a2b139e..1a90177 100644 --- a/Scripts/Elements/Dirt.cs +++ b/Scripts/Elements/Dirt.cs @@ -6,9 +6,7 @@ public class Dirt : Solid { public Dirt(int x, int y, ref Level level) : base(x, y, ref level) { Color = Colors.Brown; - Color.R += (GD.Randf() - 1) * MaxColorVariance; - Color.G += (GD.Randf() - 1) * MaxColorVariance; - Color.B += (GD.Randf() - 1) * MaxColorVariance; + Color = AddColorVariance(Color); } public override bool Update(int currentFrame) { diff --git a/Scripts/Elements/Element.cs b/Scripts/Elements/Element.cs index 1a266c0..29bcdf9 100644 --- a/Scripts/Elements/Element.cs +++ b/Scripts/Elements/Element.cs @@ -12,7 +12,7 @@ public class Element { private int lastUpdate = -1; - public Element(int x, int y, ref Level level) { + public Element(int x, int y, Level level) { Position.X = x; Position.Y = y; Level = level; @@ -52,4 +52,14 @@ public class Element { /// free position or V2.zero if nothing was found protected virtual Vector2I Check(Element source, Vector2I maxDirection) { return Vector2I.Zero; - }} + } + + protected Color AddColorVariance(Color baseColor) { + Color c = baseColor; + c.R += (GD.Randf() - 1) * MaxColorVariance; + c.G += (GD.Randf() - 1) * MaxColorVariance; + c.B += (GD.Randf() - 1) * MaxColorVariance; + return c; + } + +} diff --git a/Scripts/Elements/Liquid.cs b/Scripts/Elements/Liquid.cs index 2c18957..302442f 100644 --- a/Scripts/Elements/Liquid.cs +++ b/Scripts/Elements/Liquid.cs @@ -3,24 +3,29 @@ namespace FOU.Scripts.Elements; public abstract class Liquid : Element { - protected Liquid(int x, int y, ref Level level) : base(x, y, ref level) { } + protected Liquid(int x, int y, ref Level level) : base(x, y, level) { } + + // TODO: rework this! protected override Vector2I Check(Element source, Vector2I maxDirection) { if (GD.Randi() % 2 != 0) maxDirection.X *= -1; Vector2I freePos = Vector2I.Zero; - for (int y = 0; y <= maxDirection.Y; y++) { // height + for (int y = maxDirection.Y; y > 0; y--) { // height if (source.Position.Y + y >= Level.SizeY) return freePos; // bounds check + // check if we can further if (Level.Get(source.Position.X, source.Position.Y + y).GetType() == typeof(Element)) { freePos = new Vector2I(source.Position.X, source.Position.Y + y); + } else { + freePos = Vector2I.Zero; } for (int x = -maxDirection.X; x <= maxDirection.X; x++) { // width if (freePos != Vector2I.Zero) break; - if (source.Position.X + x >= Level.SizeX || source.Position.X + x < 0) return freePos; // bounds check + if (source.Position.X + x >= Level.SizeX || source.Position.X + x < 0) continue; // bounds check if (Level.Get(source.Position.X + x, source.Position.Y + y).GetType() == typeof(Element)) { freePos = new Vector2I(source.Position.X + x, source.Position.Y + y); diff --git a/Scripts/Elements/Snow.cs b/Scripts/Elements/Snow.cs new file mode 100644 index 0000000..0345400 --- /dev/null +++ b/Scripts/Elements/Snow.cs @@ -0,0 +1,23 @@ +using Godot; + +namespace FOU.Scripts.Elements; + +public class Snow : Solid { + public Snow(int x, int y, ref Level level) : base(x, y, ref level) { + Color = Colors.White; + Color = AddColorVariance(Color); + } + + public override bool Update(int currentFrame) { + if (!base.Update(currentFrame)) return false; + + Vector2I freePos = Check(this, Vector2I.Down); + + if (freePos != Vector2I.Zero) { // diagonally right + Level.Swap(this, freePos); + return true; + } + + return true; // not necessarily end, subclasses could do some more things + } +} diff --git a/Scripts/Elements/Solid.cs b/Scripts/Elements/Solid.cs index 343ecfa..4627bb3 100644 --- a/Scripts/Elements/Solid.cs +++ b/Scripts/Elements/Solid.cs @@ -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, ref level) { } + protected Solid(int x, int y, ref Level level) : base(x, y, level) { } protected Vector2I Check(Element source, Vector2I maxDirection) { if (GD.Randi() % 2 != 0) diff --git a/Scripts/Level.cs b/Scripts/Level.cs index b14b5e0..068d4ef 100644 --- a/Scripts/Level.cs +++ b/Scripts/Level.cs @@ -12,10 +12,12 @@ public class Level { private Element[,] _elements; private Level _this; + private Main _main; - public Level(int x, int y) { + public Level(int x, int y, Main main) { GD.Print($"Generating level ({x}:{y})"); _this = this; + _main = main; SizeX = x; SizeY = y; @@ -23,7 +25,7 @@ public class Level { _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, ref _this); + _elements[i,j] = new Element(i, j, _this); } } @@ -39,16 +41,27 @@ public class Level { } } _frame++; + MakeItRain(_main.RainAmount); } - public void WritePixel(int x, int y, int size) { + private void MakeItRain(float rainAmount) { + if (GD.Randf() < rainAmount) { + WritePixel((int)(GD.Randi() % SizeX), 0, 1); + } + } + + public void WritePixel(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); - _elements[X,Y] = new Dirt(X, Y, ref _this); + object o = Activator.CreateInstance(type, X, Y, _this); + + _elements[X,Y] = o as Element; } } } diff --git a/Scripts/Main.cs b/Scripts/Main.cs index 0105cc5..8132101 100644 --- a/Scripts/Main.cs +++ b/Scripts/Main.cs @@ -1,16 +1,18 @@ using FOU.Scripts; +using FOU.Scripts.Elements; using Godot; public partial class Main : Node2D { [Export] public int BrushSize = 5; [Export] public float TextureResolution = 0.5f; + [Export] public float RainAmount = 0.01f; private TextureRect mLevelDrawer; private Level mLevel; public override void _Ready() { mLevel = new Level((int)(GetViewportRect().Size.X * TextureResolution), - (int)(GetViewportRect().Size.Y * TextureResolution) + (int)(GetViewportRect().Size.Y * TextureResolution), this ); mLevelDrawer = GetNode("CanvasLayer/LevelDrawer"); } @@ -29,7 +31,7 @@ public partial class Main : Node2D { float mappedX = mouse.X / GetViewportRect().Size.X * mLevel.SizeX; float mappedY = mouse.Y / GetViewportRect().Size.Y * mLevel.SizeY; - mLevel.WritePixel((int)mappedX, (int)mappedY, BrushSize); + mLevel.WritePixel((int)mappedX, (int)mappedY, BrushSize); } } }