hierarchy rework

fixed swap
This commit is contained in:
2023-11-05 20:09:18 +01:00
parent 7670b2982a
commit 8278312aee
9 changed files with 75 additions and 120 deletions

View File

@@ -4,9 +4,9 @@
[node name="Main" type="Node2D"]
script = ExtResource("1_k1i8e")
BrushSize = 3
BrushSize = 1
TextureResolution = 0.25
RainAmount = 0.15
RainAmount = 1.0
[node name="CanvasLayer" type="CanvasLayer" parent="."]

View File

@@ -12,14 +12,8 @@ public class Dirt : Solid {
public override bool Update(int currentFrame) {
if (!base.Update(currentFrame)) return false;
Vector2I freePos = Check(this, Vector2I.Down + Vector2I.Right);
if (freePos != Vector2I.Zero) { // diagonally right
Level.Swap(this, freePos);
return true;
}
Tick();
return true; // not necessarily end, subclasses could do some more things
}
}

View File

@@ -12,6 +12,11 @@ public class Element {
private int lastUpdate = -1;
public Element(Element e) {
Position = e.Position;
Level = e.Level;
}
public Element(int x, int y, Level level) {
Position.X = x;
Position.Y = y;
@@ -34,24 +39,20 @@ public class Element {
return $"{GetType()} {Position}";
}
// OBSOLETE:
// protected bool CheckBelow(int sourceX, int sourceY) {
// if (sourceY+1 >= _level.SizeY) return false;
//
// if (_level.Get(sourceX, sourceY+1).GetType() == GetType())
// return false;
//
// return true;
// }
protected virtual void Tick() {
int randomDirection = 1;
if (GD.Randi() % 2 != 0)
randomDirection *= -1;
/// <summary>
/// Checks from source to maxDirection (also X-mirrored) and returns a free position
/// </summary>
/// <param name="source">from where to check</param>
/// <param name="maxDirection">where to go to (max). X is treated as [-X..X]</param>
/// <returns>free position or V2.zero if nothing was found</returns>
protected virtual Vector2I Check(Element source, Vector2I maxDirection) {
return Vector2I.Zero;
if (Level.IsEmpty(Position + Vector2I.Down)) {
Level.Swap(this, Position + Vector2I.Down);
} else if (Level.IsEmpty(Position + Vector2I.Down + Vector2I.Right * randomDirection)) {
Level.Swap(this, Position + Vector2I.Right * randomDirection);
} else if (Level.IsEmpty(Position + Vector2I.Down + Vector2I.Right * randomDirection * -1)) {
Level.Swap(this, Position + Vector2I.Right*randomDirection);
}
}
protected Color AddColorVariance(Color baseColor) {

View File

@@ -1,39 +1,9 @@
using Godot;
using System;
using Godot;
namespace FOU.Scripts.Elements;
public abstract class Liquid : Element {
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 = 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) 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);
break;
}
}
}
return freePos;
}
}

View File

@@ -1,23 +0,0 @@
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
}
}

View File

@@ -5,32 +5,4 @@ namespace FOU.Scripts.Elements;
public abstract class Solid : Element {
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)
maxDirection.X *= -1;
Vector2I freePos = Vector2I.Zero;
for (int y = maxDirection.Y; y > 0; y--) { // height
if (source.Position.Y + y >= Level.SizeY) return freePos; // bounds check
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 (Level.Get(source.Position.X + x, source.Position.Y + y).GetType() == typeof(Element)) {
freePos = new Vector2I(source.Position.X + x, source.Position.Y + y);
break;
}
}
}
return freePos;
}
}

35
Scripts/Elements/Water.cs Normal file
View 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;
}
}
}

View File

@@ -46,7 +46,7 @@ public class Level {
private void MakeItRain(float rainAmount) {
if (GD.Randf() < rainAmount) {
WritePixel<Snow>((int)(GD.Randi() % SizeX), 0, 1);
WritePixel<Water>((int)(GD.Randi() % SizeX), 0, 1);
}
}
@@ -69,20 +69,25 @@ public class Level {
public Image DrawLevel() {
for (int x = 0; x < SizeX; x++) {
for (int y = 0; y < SizeY; y++) {
// if (_elements[x,y] == null) continue;
mImage.SetPixel(x,y, _elements[x,y].Color);
}
}
return mImage;
}
public void Swap(Element what, Vector2I swapTo) {
Element old = Get(swapTo);
Set(old, what.Position);
Set(what, swapTo);
public void Swap(Element what, Element swapTo) {
Element swap = new Element(what);
what.Position = swapTo.Position;
_elements[swapTo.Position.X, swapTo.Position.Y] = what;
swapTo.Position = swap.Position;
_elements[swap.Position.X, swap.Position.Y] = swapTo;
}
public void Swap(Element what, Vector2I pos) {
Swap(what, Get(pos));
}
public Element Get(Vector2I where) {
if (where.X < 0 || where.X >= SizeX) return null;
@@ -98,10 +103,10 @@ public class Level {
return _elements[x,y];
}
private void Set(Element what, Vector2I where) {
if (what == null) return;
public bool IsEmpty(Vector2I pos) {
if (pos.X < 0 || pos.X >= SizeX) return false;
if (pos.Y < 0 || pos.Y >= SizeY) return false;
what.Position = where;
_elements[where.X, where.Y] = what;
return Get(pos).GetType() == typeof(Element);
}
}

View File

@@ -31,6 +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;
GD.Print($"click: {mouse}");
mLevel.WritePixel<Dirt>((int)mappedX, (int)mappedY, BrushSize);
}
}