added simple activeElements list
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@@ -6,9 +6,7 @@
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[node name="Main" type="Node2D"]
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script = ExtResource("1_k1i8e")
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DebugVisualization = true
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BrushSize = 2
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TextureResolution = 0.35
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using FOU.Scripts.Elements;
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using Godot;
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@@ -15,6 +16,7 @@ public class Chunk {
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private readonly Image image;
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private readonly int sizeX;
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private readonly int sizeY;
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private readonly List<Element> activeElements = new List<Element>();
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public Chunk(int x, int y, int index) {
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Index = index;
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@@ -33,11 +35,14 @@ public class Chunk {
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}
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public void Update() {
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for (int x = 0; x < sizeX; x++) {
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for (int y = 0; y < sizeY; y++) {
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if (Elements[x,y] != null)
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Elements[x,y].Update();
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}
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// for (int x = 0; x < sizeX; x++) {
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// for (int y = 0; y < sizeY; y++) {
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// if (Elements[x,y] != null)
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// Elements[x,y].Update();
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// }
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// }
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foreach (Element e in activeElements) {
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e.Update();
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}
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}
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@@ -52,12 +57,15 @@ public class Chunk {
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int Y = Mathf.Clamp(y + j, 0, sizeY-1);
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object o = Activator.CreateInstance(type, X, Y, this);
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if (Elements[X,Y].GetType() != type)
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if (Elements[X,Y].GetType() != type) {
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Elements[X, Y] = o as Element;
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activeElements.Add(Elements[X, Y]);
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}
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}
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}
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}
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// TODO: use this function and stitch together partial images in Level
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public Image DrawLevel() {
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for (int x = 0; x < sizeX; x++) {
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for (int y = 0; y < sizeY; y++) {
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@@ -67,6 +75,15 @@ public class Chunk {
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return image;
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}
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public void SetElementActive(Element e, bool active) {
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if (e.Active == active) return;
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if (active)
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activeElements.Add(e);
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else
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activeElements.Remove(e);
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}
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public void Swap(Element what, Vector2I pos) {
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Swap(what, Get(pos));
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}
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@@ -38,6 +38,7 @@ public class Element {
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get => active;
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set {
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active = value;
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Chunk.SetElementActive(this, active);
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if (active)
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Color = originalColor;
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@@ -98,5 +99,4 @@ public class Element {
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originalColor = c;
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return c;
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}
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}
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