moved tick to process from physics process
fixed fall speed improved naming
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@@ -88,13 +88,13 @@ public class Element{
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else if (Chunk.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
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Chunk.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
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if (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // descend slower
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if (Chunk.Get(Position + randomDirection)?.Density < Density)
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// density check
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if (Chunk.Get(Position + Vector2I.Down)?.Density < Density)
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Chunk.Swap(this, Position + Vector2I.Down);
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else if (Chunk.Get(Position + Vector2I.Down + randomDirection)?.Density < Density)
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Chunk.Swap(this, Position + Vector2I.Down);
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}
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/// <returns>-1, 0 or 1</returns>
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protected Vector2I RandomDirectionDown() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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@@ -102,6 +102,13 @@ public class Element{
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+ (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection);
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}
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/// <returns>-1, 0 or 1</returns>
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protected Vector2I RandomDirection() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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return (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection);
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}
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protected Color AddColorVariance(Color baseColor) {
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Color c = baseColor;
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c.R += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
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@@ -128,7 +135,7 @@ public class Element{
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MarkForUpdate();
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}
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public bool MarkedForUpdate() {
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public bool IsMarkedForUpdate() {
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return markedForUpdate;
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}
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