added diffuse speed and refactoring

This commit is contained in:
2023-12-02 01:10:18 +01:00
parent eb94c3bef9
commit f0a6396073
2 changed files with 19 additions and 11 deletions

View File

@@ -7,6 +7,7 @@ public class Dirt : Solid {
public Dirt(int x, int y, ref Level level) : base(x, y, ref level) { public Dirt(int x, int y, ref Level level) : base(x, y, ref level) {
Color = AddColorVariance(Colors.Brown); Color = AddColorVariance(Colors.Brown);
Density = 10; Density = 10;
DiffuseSpeed = 50;
} }
public override bool Update(int currentFrame) { public override bool Update(int currentFrame) {

View File

@@ -8,6 +8,9 @@ public class Element {
public Vector2I Position; public Vector2I Position;
public int Density; public int Density;
public int DiffuseSpeed = 10;
public const int MAX_DIFFUSE_SPEED = 100;
protected readonly float MaxColorVariance = 0.1f; protected readonly float MaxColorVariance = 0.1f;
protected readonly Level Level; protected readonly Level Level;
@@ -41,28 +44,32 @@ public class Element {
} }
protected virtual void Tick() { protected virtual void Tick() {
int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1; Vector2I randomDirection = RandomDirectionDown();
if (Level.IsEmpty(Position + Vector2I.Down)) { if (Level.IsEmpty(Position + Vector2I.Down)) {
Level.Swap(this, Position + Vector2I.Down); Level.Swap(this, Position + Vector2I.Down);
} else if (Level.IsEmpty(Position + Vector2I.Down + Vector2I.Right * randomDirection)) { } else if (Level.IsEmpty(Position + randomDirection)) {
Level.Swap(this, Position + Vector2I.Right * randomDirection); Level.Swap(this, Position + randomDirection);
} else if (Level.IsEmpty(Position + Vector2I.Down + Vector2I.Right * randomDirection * -1)) { } else if (Level.IsEmpty(Position + randomDirection * -Vector2I.Left)) {
Level.Swap(this, Position + Vector2I.Right*randomDirection); Level.Swap(this, Position + randomDirection * -1);
} }
if (GD.Randi() % 10 > 1) return; // ascend slower if (GD.Randi() % 100 > DiffuseSpeed) return; // ascend slower
if (Level.Get(Position + Vector2I.Down if (Level.Get(Position + randomDirection)?.Density < Density)
// maybe also side
+ (GD.Randi() % 2 != 0 ?
Vector2I.Zero : Vector2I.Right * randomDirection)
)?.Density < Density)
Level.Swap(this, Position + Vector2I.Down); Level.Swap(this, Position + Vector2I.Down);
} }
protected Vector2I RandomDirectionDown() {
int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
return Vector2I.Down
// maybe also side
+ (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection);
}
protected Color AddColorVariance(Color baseColor) { protected Color AddColorVariance(Color baseColor) {
Color c = baseColor; Color c = baseColor;
c.R += (GD.Randf() - 1) * MaxColorVariance; c.R += (GD.Randf() - 1) * MaxColorVariance;