added density

code improvements
This commit is contained in:
2023-12-02 00:45:09 +01:00
parent 8278312aee
commit eb94c3bef9
4 changed files with 22 additions and 10 deletions

View File

@@ -5,8 +5,8 @@ namespace FOU.Scripts.Elements;
public class Dirt : Solid {
public Dirt(int x, int y, ref Level level) : base(x, y, ref level) {
Color = Colors.Brown;
Color = AddColorVariance(Color);
Color = AddColorVariance(Colors.Brown);
Density = 10;
}
public override bool Update(int currentFrame) {

View File

@@ -6,6 +6,7 @@ public class Element {
public Color Color = Colors.Black;
public Vector2I Position;
public int Density;
protected readonly float MaxColorVariance = 0.1f;
protected readonly Level Level;
@@ -40,9 +41,7 @@ public class Element {
}
protected virtual void Tick() {
int randomDirection = 1;
if (GD.Randi() % 2 != 0)
randomDirection *= -1;
int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
if (Level.IsEmpty(Position + Vector2I.Down)) {
Level.Swap(this, Position + Vector2I.Down);
@@ -53,6 +52,15 @@ public class Element {
} else if (Level.IsEmpty(Position + Vector2I.Down + Vector2I.Right * randomDirection * -1)) {
Level.Swap(this, Position + Vector2I.Right*randomDirection);
}
if (GD.Randi() % 10 > 1) return; // ascend slower
if (Level.Get(Position + Vector2I.Down
// maybe also side
+ (GD.Randi() % 2 != 0 ?
Vector2I.Zero : Vector2I.Right * randomDirection)
)?.Density < Density)
Level.Swap(this, Position + Vector2I.Down);
}
protected Color AddColorVariance(Color baseColor) {

View File

@@ -4,8 +4,8 @@ namespace FOU.Scripts.Elements;
public class Water : Solid {
public Water(int x, int y, ref Level level) : base(x, y, ref level) {
Color = Colors.Blue;
Color = AddColorVariance(Color);
Color = AddColorVariance(Colors.Blue);
Density = 1;
}
public override bool Update(int currentFrame) {
@@ -17,9 +17,8 @@ public class Water : Solid {
}
protected override void Tick() {
int randomDirection = 1;
if (GD.Randi() % 2 != 0)
randomDirection *= -1;
int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
randomDirection *= GD.Randi() % 2 != 0 ? 1 : 2;
if (Level.IsEmpty(Position + Vector2I.Down)) {
Level.Swap(this, Position + Vector2I.Down);
@@ -31,5 +30,8 @@ public class Water : Solid {
Level.Swap(this, Position + Vector2I.Right*randomDirection);
return;
}
}
}