added second element type: snow
added simple snow weather
This commit is contained in:
@@ -6,6 +6,7 @@
|
|||||||
script = ExtResource("1_k1i8e")
|
script = ExtResource("1_k1i8e")
|
||||||
BrushSize = 3
|
BrushSize = 3
|
||||||
TextureResolution = 0.25
|
TextureResolution = 0.25
|
||||||
|
RainAmount = 0.15
|
||||||
|
|
||||||
[node name="CanvasLayer" type="CanvasLayer" parent="."]
|
[node name="CanvasLayer" type="CanvasLayer" parent="."]
|
||||||
|
|
||||||
|
|||||||
@@ -6,9 +6,7 @@ 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 Level level) : base(x, y, ref level) {
|
||||||
Color = Colors.Brown;
|
Color = Colors.Brown;
|
||||||
Color.R += (GD.Randf() - 1) * MaxColorVariance;
|
Color = AddColorVariance(Color);
|
||||||
Color.G += (GD.Randf() - 1) * MaxColorVariance;
|
|
||||||
Color.B += (GD.Randf() - 1) * MaxColorVariance;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool Update(int currentFrame) {
|
public override bool Update(int currentFrame) {
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ public class Element {
|
|||||||
|
|
||||||
private int lastUpdate = -1;
|
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.X = x;
|
||||||
Position.Y = y;
|
Position.Y = y;
|
||||||
Level = level;
|
Level = level;
|
||||||
@@ -52,4 +52,14 @@ public class Element {
|
|||||||
/// <returns>free position or V2.zero if nothing was found</returns>
|
/// <returns>free position or V2.zero if nothing was found</returns>
|
||||||
protected virtual Vector2I Check(Element source, Vector2I maxDirection) {
|
protected virtual Vector2I Check(Element source, Vector2I maxDirection) {
|
||||||
return Vector2I.Zero;
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|||||||
@@ -3,24 +3,29 @@
|
|||||||
namespace FOU.Scripts.Elements;
|
namespace FOU.Scripts.Elements;
|
||||||
|
|
||||||
public abstract class Liquid : Element {
|
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) {
|
protected override Vector2I Check(Element source, Vector2I maxDirection) {
|
||||||
if (GD.Randi() % 2 != 0)
|
if (GD.Randi() % 2 != 0)
|
||||||
maxDirection.X *= -1;
|
maxDirection.X *= -1;
|
||||||
|
|
||||||
Vector2I freePos = Vector2I.Zero;
|
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
|
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)) {
|
if (Level.Get(source.Position.X, source.Position.Y + y).GetType() == typeof(Element)) {
|
||||||
freePos = new Vector2I(source.Position.X, source.Position.Y + y);
|
freePos = new Vector2I(source.Position.X, source.Position.Y + y);
|
||||||
|
} else {
|
||||||
|
freePos = Vector2I.Zero;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int x = -maxDirection.X; x <= maxDirection.X; x++) { // width
|
for (int x = -maxDirection.X; x <= maxDirection.X; x++) { // width
|
||||||
if (freePos != Vector2I.Zero) break;
|
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)) {
|
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);
|
freePos = new Vector2I(source.Position.X + x, source.Position.Y + y);
|
||||||
|
|||||||
23
Scripts/Elements/Snow.cs
Normal file
23
Scripts/Elements/Snow.cs
Normal file
@@ -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
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -3,7 +3,7 @@
|
|||||||
namespace FOU.Scripts.Elements;
|
namespace FOU.Scripts.Elements;
|
||||||
|
|
||||||
public abstract class Solid : Element {
|
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) {
|
protected Vector2I Check(Element source, Vector2I maxDirection) {
|
||||||
if (GD.Randi() % 2 != 0)
|
if (GD.Randi() % 2 != 0)
|
||||||
|
|||||||
@@ -12,10 +12,12 @@ public class Level {
|
|||||||
|
|
||||||
private Element[,] _elements;
|
private Element[,] _elements;
|
||||||
private Level _this;
|
private Level _this;
|
||||||
|
private Main _main;
|
||||||
|
|
||||||
public Level(int x, int y) {
|
public Level(int x, int y, Main main) {
|
||||||
GD.Print($"Generating level ({x}:{y})");
|
GD.Print($"Generating level ({x}:{y})");
|
||||||
_this = this;
|
_this = this;
|
||||||
|
_main = main;
|
||||||
|
|
||||||
SizeX = x;
|
SizeX = x;
|
||||||
SizeY = y;
|
SizeY = y;
|
||||||
@@ -23,7 +25,7 @@ public class Level {
|
|||||||
_elements = new Element[x, y];
|
_elements = new Element[x, y];
|
||||||
for (int i = 0; i < SizeX; i++) {
|
for (int i = 0; i < SizeX; i++) {
|
||||||
for (int j = 0; j < SizeY; j++) {
|
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++;
|
_frame++;
|
||||||
|
MakeItRain(_main.RainAmount);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void WritePixel(int x, int y, int size) {
|
private void MakeItRain(float rainAmount) {
|
||||||
|
if (GD.Randf() < rainAmount) {
|
||||||
|
WritePixel<Snow>((int)(GD.Randi() % SizeX), 0, 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void WritePixel<T>(int x, int y, int size) {
|
||||||
int halfsize = size/2;
|
int halfsize = size/2;
|
||||||
|
|
||||||
|
Type type = typeof(T);
|
||||||
|
|
||||||
for (int i = -halfsize; i <= halfsize; i++) {
|
for (int i = -halfsize; i <= halfsize; i++) {
|
||||||
for (int j = -halfsize; j <= halfsize; j++) {
|
for (int j = -halfsize; j <= halfsize; j++) {
|
||||||
int X = Mathf.Clamp(x + i, 0, SizeX-1);
|
int X = Mathf.Clamp(x + i, 0, SizeX-1);
|
||||||
int Y = Mathf.Clamp(y + j, 0, SizeY-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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,16 +1,18 @@
|
|||||||
using FOU.Scripts;
|
using FOU.Scripts;
|
||||||
|
using FOU.Scripts.Elements;
|
||||||
using Godot;
|
using Godot;
|
||||||
|
|
||||||
public partial class Main : Node2D {
|
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 float RainAmount = 0.01f;
|
||||||
|
|
||||||
private TextureRect mLevelDrawer;
|
private TextureRect mLevelDrawer;
|
||||||
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((int)(GetViewportRect().Size.X * TextureResolution),
|
||||||
(int)(GetViewportRect().Size.Y * TextureResolution)
|
(int)(GetViewportRect().Size.Y * TextureResolution), this
|
||||||
);
|
);
|
||||||
mLevelDrawer = GetNode<TextureRect>("CanvasLayer/LevelDrawer");
|
mLevelDrawer = GetNode<TextureRect>("CanvasLayer/LevelDrawer");
|
||||||
}
|
}
|
||||||
@@ -29,7 +31,7 @@ public partial class Main : Node2D {
|
|||||||
float mappedX = mouse.X / GetViewportRect().Size.X * mLevel.SizeX;
|
float mappedX = mouse.X / GetViewportRect().Size.X * mLevel.SizeX;
|
||||||
float mappedY = mouse.Y / GetViewportRect().Size.Y * mLevel.SizeY;
|
float mappedY = mouse.Y / GetViewportRect().Size.Y * mLevel.SizeY;
|
||||||
|
|
||||||
mLevel.WritePixel((int)mappedX, (int)mappedY, BrushSize);
|
mLevel.WritePixel<Dirt>((int)mappedX, (int)mappedY, BrushSize);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user