added simple sleep state for elements

refactoring
This commit is contained in:
2024-03-23 18:47:24 +01:00
parent 015f86cec1
commit d44412c666
9 changed files with 76 additions and 41 deletions

View File

@@ -14,10 +14,10 @@ public partial class SettingsController : VBoxContainer
slRain = GetNode<Slider>("weatherSettings/slRain");
slSize.ValueChanged += OnSizeValueChanged;
OnSizeValueChanged(main.BrushSize);
slSize.Value = main.BrushSize;
slRain.ValueChanged += OnRainValueChanged;
OnRainValueChanged(main.RainAmount);
slRain.Value = main.RainAmount;
}
private void OnSizeValueChanged(double value) {

View File

@@ -7,7 +7,8 @@
[node name="Main" type="Node2D"]
script = ExtResource("1_k1i8e")
BrushSize = 1
RainAmount = 1.0
TextureResolution = 0.25
RainAmount = 0.0
[node name="CanvasLayer" type="CanvasLayer" parent="."]

View File

@@ -10,11 +10,4 @@ public class Dirt : Solid {
DiffuseSpeed = 50;
}
public override bool Update(int currentFrame) {
if (!base.Update(currentFrame)) return false;
Tick();
return true; // not necessarily end, subclasses could do some more things
}
}

View File

@@ -7,15 +7,19 @@ public class Element {
public Vector2I Position;
public int Density;
public int LastUpdate = -1;
public int LastMove = 0;
public int DiffuseSpeed = 10;
public const int MAX_DIFFUSE_SPEED = 100;
public const int STEPS_UNTIL_INACTIVE = 100;
protected const float MAX_COLOR_VARIANCE = 0.1f;
protected static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1);
protected readonly Level Level;
private int lastUpdate = -1;
private bool active = true;
private Color originalColor;
public Element(Element e) {
Position = e.Position;
@@ -28,14 +32,28 @@ public class Element {
Level = level;
}
public bool Active {
get => active;
set {
active = value;
if (active)
Color = originalColor;
else if (Main.Instance.DebugVisualization)
Color = new Color(0.2f, 0.2f, 0.2f);
}
}
/// <summary>
/// base update method, checks if anything is to do at all
/// </summary>
/// <param name="currentFrame"></param>
/// <returns>false if there is nothing to do</returns>
public virtual bool Update(int currentFrame) {
if (lastUpdate == currentFrame) return false; // already updated this frame
lastUpdate = currentFrame;
if (!Active) return false;
if (LastUpdate == currentFrame) return false; // already updated this frame
LastUpdate = currentFrame;
return true;
}
@@ -74,6 +92,8 @@ public class Element {
c.R += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
c.G += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
c.B += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
originalColor = c;
return c;
}

View File

@@ -1,9 +1,33 @@
using System;
using Godot;
using Godot;
namespace FOU.Scripts.Elements;
public abstract class Liquid : Element {
public const int MAX_VERTICAL_SPREAD = 3;
protected Liquid(int x, int y, ref Level level) : base(x, y, level) { }
public override bool Update(int currentFrame) {
if (!base.Update(currentFrame)) return false;
if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false;
Tick();
return true; // not necessarily end, subclasses could do some more things
}
protected override void Tick() {
Vector2I randomDirection = RandomDirectionDown();
if (randomDirection.Y != 0)
randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD);
if (Level.IsEmpty(Position + Vector2I.Down))
Level.Swap(this, Position + Vector2I.Down);
else if (Level.IsEmpty(Position + randomDirection))
Level.Swap(this, Position + Vector2I.Right * randomDirection);
else if (Level.IsEmpty(Position + randomDirection))
Level.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
}
}

View File

@@ -5,4 +5,12 @@ namespace FOU.Scripts.Elements;
public abstract class Solid : Element {
protected Solid(int x, int y, ref Level level) : base(x, y, level) { }
public override bool Update(int currentFrame) {
if (!base.Update(currentFrame)) return false;
if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false;
Tick();
return true; // not necessarily end, subclasses could do some more things
}
}

View File

@@ -2,34 +2,11 @@
namespace FOU.Scripts.Elements;
public class Water : Solid {
public const int MAX_VERTICAL_SPREAD = 3;
public class Water : Liquid {
public Water(int x, int y, ref Level level) : base(x, y, ref level) {
Color = AddColorVariance(Colors.Blue);
Density = 1;
}
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() {
Vector2I randomDirection = RandomDirectionDown();
if (randomDirection.Y != 0)
randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD);
if (Level.IsEmpty(Position + Vector2I.Down))
Level.Swap(this, Position + Vector2I.Down);
else if (Level.IsEmpty(Position + randomDirection))
Level.Swap(this, Position + Vector2I.Right * randomDirection);
else if (Level.IsEmpty(Position + randomDirection))
Level.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
}
}

View File

@@ -61,6 +61,7 @@ public class Level {
int Y = Mathf.Clamp(y + j, 0, SizeY-1);
object o = Activator.CreateInstance(type, X, Y, _this);
if (_elements[X,Y].GetType() != type)
_elements[X,Y] = o as Element;
}
}
@@ -75,7 +76,7 @@ public class Level {
return mImage;
}
public void Swap(Element what, Element swapTo) {
private void Swap(Element what, Element swapTo) {
Element swap = new Element(what);
if (what == null || swapTo == null) return;
@@ -85,6 +86,11 @@ public class Level {
swapTo.Position = swap.Position;
_elements[swap.Position.X, swap.Position.Y] = swapTo;
what.Active = true;
swapTo.Active = true;
what.LastMove = _frame;
swapTo.LastMove = _frame;
}
public void Swap(Element what, Vector2I pos) {

View File

@@ -3,10 +3,14 @@ using FOU.Scripts.Elements;
using Godot;
public partial class Main : Node2D {
[Export] public bool DebugVisualization = false;
[Export] public int BrushSize = 5;
[Export] public float TextureResolution = 0.5f;
[Export] public float RainAmount = 0.01f;
public static Main Instance;
private TextureRect mLevelDrawer;
private Level mLevel;
@@ -15,6 +19,8 @@ public partial class Main : Node2D {
(int)(GetViewportRect().Size.Y * TextureResolution), this
);
mLevelDrawer = GetNode<TextureRect>("CanvasLayer/LevelDrawer");
Instance = this;
}
public override void _Process(double delta) {