hierarchy rework
fixed swap
This commit is contained in:
35
Scripts/Elements/Water.cs
Normal file
35
Scripts/Elements/Water.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using Godot;
|
||||
|
||||
namespace FOU.Scripts.Elements;
|
||||
|
||||
public class Water : Solid {
|
||||
public Water(int x, int y, ref Level level) : base(x, y, ref level) {
|
||||
Color = Colors.Blue;
|
||||
Color = AddColorVariance(Color);
|
||||
}
|
||||
|
||||
public override bool Update(int currentFrame) {
|
||||
if (!base.Update(currentFrame)) return false;
|
||||
|
||||
Tick();
|
||||
|
||||
return true; // not necessarily end, subclasses could do some more things
|
||||
}
|
||||
|
||||
protected override void Tick() {
|
||||
int randomDirection = 1;
|
||||
if (GD.Randi() % 2 != 0)
|
||||
randomDirection *= -1;
|
||||
|
||||
if (Level.IsEmpty(Position + Vector2I.Down)) {
|
||||
Level.Swap(this, Position + Vector2I.Down);
|
||||
return;
|
||||
} else if (Level.IsEmpty(Position + Vector2I.Right * randomDirection)) {
|
||||
Level.Swap(this, Position + Vector2I.Right * randomDirection);
|
||||
return;
|
||||
} else if (Level.IsEmpty(Position + Vector2I.Right * randomDirection * -1)) {
|
||||
Level.Swap(this, Position + Vector2I.Right*randomDirection);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user