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