refactoring

This commit is contained in:
2025-05-01 23:34:31 +02:00
parent c41cdd57c4
commit f932ae1bcd
4 changed files with 40 additions and 35 deletions

View File

@@ -14,4 +14,29 @@ public abstract class Solid : Element {
return true; // not necessarily end, subclasses could do some more things
}
protected virtual void Tick() {
Vector2I randomDirection = RandomDirectionDown();
// fall speed reduction:
if (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // descend slower
if (Chunk.IsEmpty(Position + Vector2I.Down))
Chunk.Swap(this, Position + Vector2I.Down);
else if (Chunk.IsEmpty(Position + Vector2I.Down + randomDirection))
Chunk.Swap(this, Position + Vector2I.Down + randomDirection);
else if (Chunk.IsEmpty(Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE))
Chunk.Swap(this, Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE);
// density check
if (Chunk.Get(Position + Vector2I.Down)?.Density < Density)
Chunk.Swap(this, Position + Vector2I.Down);
else if (Chunk.Get(Position + Vector2I.Down + randomDirection)?.Density < Density)
Chunk.Swap(this, Position + Vector2I.Down + randomDirection);
else if (Chunk.Get(Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE)?.Density < Density)
Chunk.Swap(this, Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE);
}
}