added simple sleep state for elements
refactoring
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@@ -10,11 +10,4 @@ public class Dirt : Solid {
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DiffuseSpeed = 50;
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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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Tick();
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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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@@ -7,15 +7,19 @@ public class Element {
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public Vector2I Position;
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public int Density;
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public int LastUpdate = -1;
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public int LastMove = 0;
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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 STEPS_UNTIL_INACTIVE = 100;
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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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private int lastUpdate = -1;
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private bool active = true;
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private Color originalColor;
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public Element(Element e) {
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Position = e.Position;
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@@ -28,14 +32,28 @@ public class Element {
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Level = level;
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}
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public bool Active {
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get => active;
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set {
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active = value;
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if (active)
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Color = originalColor;
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else if (Main.Instance.DebugVisualization)
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Color = new Color(0.2f, 0.2f, 0.2f);
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}
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}
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/// <summary>
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/// base update method, checks if anything is to do at all
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/// </summary>
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/// <param name="currentFrame"></param>
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/// <returns>false if there is nothing to do</returns>
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public virtual bool Update(int currentFrame) {
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if (lastUpdate == currentFrame) return false; // already updated this frame
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lastUpdate = currentFrame;
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if (!Active) return false;
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if (LastUpdate == currentFrame) return false; // already updated this frame
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LastUpdate = currentFrame;
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return true;
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}
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@@ -74,6 +92,8 @@ public class Element {
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c.R += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
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c.G += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
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c.B += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
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originalColor = c;
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return c;
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}
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@@ -1,9 +1,33 @@
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using System;
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using Godot;
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using Godot;
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namespace FOU.Scripts.Elements;
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public abstract class Liquid : Element {
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public const int MAX_VERTICAL_SPREAD = 3;
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protected Liquid(int x, int y, ref Level level) : base(x, y, level) { }
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public override bool Update(int currentFrame) {
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if (!base.Update(currentFrame)) return false;
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if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false;
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Tick();
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return true; // not necessarily end, subclasses could do some more things
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}
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protected override void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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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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Level.Swap(this, Position + Vector2I.Down);
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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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else if (Level.IsEmpty(Position + randomDirection))
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Level.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
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}
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}
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@@ -5,4 +5,12 @@ 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, level) { }
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public override bool Update(int currentFrame) {
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if (!base.Update(currentFrame)) return false;
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if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false;
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Tick();
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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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@@ -2,34 +2,11 @@
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namespace FOU.Scripts.Elements;
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public class Water : Solid {
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public const int MAX_VERTICAL_SPREAD = 3;
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public class Water : Liquid {
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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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Density = 1;
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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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Tick();
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return true; // not necessarily end, subclasses could do some more things
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}
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protected override void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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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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Level.Swap(this, Position + Vector2I.Down);
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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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else if (Level.IsEmpty(Position + randomDirection))
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Level.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
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}
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}
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