added simple sleep state for elements
refactoring
This commit is contained in:
@@ -14,10 +14,10 @@ public partial class SettingsController : VBoxContainer
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slRain = GetNode<Slider>("weatherSettings/slRain");
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slSize.ValueChanged += OnSizeValueChanged;
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OnSizeValueChanged(main.BrushSize);
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slSize.Value = main.BrushSize;
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slRain.ValueChanged += OnRainValueChanged;
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OnRainValueChanged(main.RainAmount);
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slRain.Value = main.RainAmount;
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}
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private void OnSizeValueChanged(double value) {
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@@ -7,7 +7,8 @@
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[node name="Main" type="Node2D"]
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script = ExtResource("1_k1i8e")
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BrushSize = 1
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RainAmount = 1.0
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TextureResolution = 0.25
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RainAmount = 0.0
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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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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@@ -61,6 +61,7 @@ public class Level {
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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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_elements[X,Y] = o as Element;
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}
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}
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@@ -75,7 +76,7 @@ public class Level {
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return mImage;
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}
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public void Swap(Element what, Element swapTo) {
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private void Swap(Element what, Element swapTo) {
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Element swap = new Element(what);
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if (what == null || swapTo == null) return;
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@@ -85,6 +86,11 @@ public class Level {
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swapTo.Position = swap.Position;
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_elements[swap.Position.X, swap.Position.Y] = swapTo;
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what.Active = true;
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swapTo.Active = true;
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what.LastMove = _frame;
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swapTo.LastMove = _frame;
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}
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public void Swap(Element what, Vector2I pos) {
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@@ -3,10 +3,14 @@ using FOU.Scripts.Elements;
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using Godot;
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public partial class Main : Node2D {
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[Export] public bool DebugVisualization = false;
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[Export] public int BrushSize = 5;
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[Export] public float TextureResolution = 0.5f;
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[Export] public float RainAmount = 0.01f;
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public static Main Instance;
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private TextureRect mLevelDrawer;
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private Level mLevel;
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@@ -15,6 +19,8 @@ public partial class Main : Node2D {
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(int)(GetViewportRect().Size.Y * TextureResolution), this
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);
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mLevelDrawer = GetNode<TextureRect>("CanvasLayer/LevelDrawer");
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Instance = this;
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}
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public override void _Process(double delta) {
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