fixed wrong opposite random direction
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@@ -11,7 +11,8 @@ public class Element {
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public int DiffuseSpeed = 10;
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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 MAX_DIFFUSE_SPEED = 100;
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protected readonly float MaxColorVariance = 0.1f;
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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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protected readonly Level Level;
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protected readonly Level Level;
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private int lastUpdate = -1;
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private int lastUpdate = -1;
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@@ -52,11 +53,11 @@ public class Element {
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} else if (Level.IsEmpty(Position + randomDirection)) {
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} else if (Level.IsEmpty(Position + randomDirection)) {
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Level.Swap(this, Position + randomDirection);
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Level.Swap(this, Position + randomDirection);
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} else if (Level.IsEmpty(Position + randomDirection * -Vector2I.Left)) {
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} else if (Level.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE)) {
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Level.Swap(this, Position + randomDirection * -1);
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Level.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
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}
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}
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if (GD.Randi() % 100 > DiffuseSpeed) return; // ascend slower
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if (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // ascend slower
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if (Level.Get(Position + randomDirection)?.Density < Density)
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if (Level.Get(Position + randomDirection)?.Density < Density)
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Level.Swap(this, Position + Vector2I.Down);
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Level.Swap(this, Position + Vector2I.Down);
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@@ -65,16 +66,15 @@ public class Element {
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protected Vector2I RandomDirectionDown() {
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protected Vector2I RandomDirectionDown() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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return Vector2I.Down
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return Vector2I.Down // maybe also side
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// maybe also side
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+ (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection);
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+ (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection);
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}
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}
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protected Color AddColorVariance(Color baseColor) {
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protected Color AddColorVariance(Color baseColor) {
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Color c = baseColor;
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Color c = baseColor;
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c.R += (GD.Randf() - 1) * MaxColorVariance;
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c.R += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
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c.G += (GD.Randf() - 1) * MaxColorVariance;
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c.G += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
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c.B += (GD.Randf() - 1) * MaxColorVariance;
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c.B += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
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return c;
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return c;
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}
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}
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@@ -3,6 +3,8 @@
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namespace FOU.Scripts.Elements;
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namespace FOU.Scripts.Elements;
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public class Water : Solid {
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public class Water : Solid {
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public const int MAX_VERTICAL_SPREAD = 3;
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public Water(int x, int y, ref Level level) : base(x, y, ref level) {
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public Water(int x, int y, ref Level level) : base(x, y, ref level) {
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Color = AddColorVariance(Colors.Blue);
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Color = AddColorVariance(Colors.Blue);
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Density = 1;
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Density = 1;
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@@ -17,21 +19,19 @@ public class Water : Solid {
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}
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}
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protected override void Tick() {
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protected override void Tick() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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Vector2I randomDirection = RandomDirectionDown();
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randomDirection *= GD.Randi() % 2 != 0 ? 1 : 2;
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if (randomDirection.Y != 0)
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randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD);
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if (Level.IsEmpty(Position + Vector2I.Down)) {
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if (Level.IsEmpty(Position + Vector2I.Down)) {
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Level.Swap(this, Position + Vector2I.Down);
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Level.Swap(this, Position + Vector2I.Down);
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return;
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} else if (Level.IsEmpty(Position + Vector2I.Right * randomDirection)) {
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} else if (Level.IsEmpty(Position + randomDirection)) {
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Level.Swap(this, Position + Vector2I.Right * randomDirection);
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Level.Swap(this, Position + Vector2I.Right * randomDirection);
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return;
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} else if (Level.IsEmpty(Position + Vector2I.Right * randomDirection * -1)) {
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} else if (Level.IsEmpty(Position + randomDirection)) {
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Level.Swap(this, Position + Vector2I.Right*randomDirection);
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Level.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
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return;
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}
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}
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}
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}
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}
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}
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