Compare commits
19 Commits
4ce265e722
...
activate-n
| Author | SHA1 | Date | |
|---|---|---|---|
| 4220e94e38 | |||
| b0b5e95eda | |||
| 7458d5749c | |||
| 9a36418d23 | |||
| f932ae1bcd | |||
| c41cdd57c4 | |||
| e653f23a42 | |||
| 6acccefa0a | |||
| 28ada065a6 | |||
| ea34b8ecc0 | |||
| 4462573267 | |||
| 0b97027e00 | |||
| d9bde10c3c | |||
| 2e4fc22263 | |||
| 202e71d97e | |||
| a119e92bf6 | |||
| da3afd22fc | |||
| abf948a310 | |||
| 2cd6a757dc |
@@ -3,13 +3,10 @@ using Godot;
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public partial class PerfDetails : Label
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{
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[Export]
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public bool ShowDetails = true;
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public override void _Process(double delta)
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{
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Text = "";
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if (!ShowDetails) return;
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if (!Main.Instance.DebugMode) return;
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int activeElements = 0;
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foreach (Chunk c in Main.Instance.Level.GetChunks())
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@@ -1,4 +1,3 @@
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using System.Reflection;
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using Godot;
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public partial class SettingsController : VBoxContainer
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@@ -18,7 +17,7 @@ public partial class SettingsController : VBoxContainer
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slSize.Value = main.BrushSize;
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slRain.ValueChanged += OnRainValueChanged;
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slRain.Value = main.RainAmount;
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slRain.Value = main.rainAmount;
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}
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private void OnSizeValueChanged(double value) {
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@@ -7,9 +7,8 @@
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[node name="Main" type="Node2D"]
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script = ExtResource("1_k1i8e")
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DebugVisualization = true
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BrushSize = 2
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RainAmount = 1.0
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DebugMode = true
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BrushSize = 4
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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@@ -85,6 +84,6 @@ custom_minimum_size = Vector2(150, 0)
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layout_mode = 2
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size_flags_horizontal = 8
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size_flags_vertical = 1
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max_value = 5.0
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max_value = 10.0
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step = 0.01
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value = 1.0
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@@ -13,7 +13,6 @@ public class Chunk {
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public Chunk NeighborS = null;
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public Chunk NeighborW = null;
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private readonly Image image;
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private readonly int sizeX;
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private readonly int sizeY;
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private readonly HashSet<Element> activeElements;
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@@ -33,9 +32,6 @@ public class Chunk {
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}
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activeElements = new HashSet<Element>(sizeX * sizeY);
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image = Image.CreateEmpty(sizeX, sizeY, false, Image.Format.Rgb8);
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image.Fill(Colors.Black);
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}
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public void Update() {
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@@ -54,14 +50,14 @@ public class Chunk {
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if (toAddElements.Count > 0) {
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foreach (Element addElement in toAddElements) {
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activeElements.Add(addElement);
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addElement.SetDebugColor(Colors.Green);
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addElement.SetDebugColor(addElement.Color * 1.5f);
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}
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toAddElements.Clear();
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}
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}
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public void SetElementActive(Element e, bool active) {
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if (e.GetType() == typeof(Element) && active) return;
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if (e.GetType() == typeof(Element)) return;
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if (active) AddToChunk(e);
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else RemoveFromChunk(e);
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@@ -73,15 +69,16 @@ public class Chunk {
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return;
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}
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// check if not empty and overwrite not allowed:
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if (!Elements[x,y].IsEmpty() && !Main.Instance.AllowOverwrite)
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return;
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else if (!Elements[x,y].IsEmpty()) {
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Elements[x, y].Chunk.RemoveFromChunk(Elements[x, y]);
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}
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Type type = typeof(T);
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object o = Activator.CreateInstance(type, x, y, this);
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// check if not empty:
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if (Elements[x,y].GetType() != typeof(Element)) {
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return;
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}
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Elements[x, y].Chunk.RemoveFromChunk(Elements[x, y]);
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Elements[x, y] = o as Element;
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Elements[x, y].Active = true;
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}
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@@ -90,10 +87,6 @@ public class Chunk {
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return activeElements.Count;
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}
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public void Swap(Element what, Vector2I pos) {
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Swap(what, Get(pos));
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}
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public Element Get(Vector2I pos) {
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Element e = null;
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@@ -129,6 +122,10 @@ public class Chunk {
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return Get(pos)?.GetType() == typeof(Element);
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}
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public void Swap(Element what, Vector2I pos) {
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Swap(what, Get(pos));
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}
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private void Swap(Element what, Element swapTo) {
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if (what == null || swapTo == null) {
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GD.PrintErr("Trying to swap null");
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@@ -138,6 +135,9 @@ public class Chunk {
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if (what.Chunk != swapTo.Chunk) {
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what.Chunk.RemoveFromChunk(what);
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swapTo.Chunk.AddToChunk(what);
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swapTo.Chunk.RemoveFromChunk(swapTo);
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what.Chunk.AddToChunk(swapTo);
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}
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Element temp = new Element(what);
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@@ -152,8 +152,13 @@ public class Chunk {
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what.Active = true;
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what.Moved();
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if (what.IsEmpty())
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what.ActivateNeighbors();
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swapTo.Active = true;
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swapTo.Moved();
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if (swapTo.IsEmpty())
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swapTo.ActivateNeighbors();
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}
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public override string ToString() {
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@@ -6,45 +6,51 @@ public class Element {
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public Chunk Chunk;
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public Vector2I Position;
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public int Density;
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protected int Density;
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protected int DiffuseSpeed = 10;
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protected Color color = Colors.Black;
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protected const int MAX_DIFFUSE_SPEED = 100;
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protected const int STEPS_UNTIL_INACTIVE = 500;
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protected const float MAX_COLOR_VARIANCE = 0.1f;
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protected static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1);
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protected int lastMove = 0;
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private const float MAX_COLOR_VARIANCE = 0.1f;
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private bool active = false;
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private bool wasMovedThisTick = false;
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private bool markedForUpdate = true;
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private int lastUpdate = -1;
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private int lastMove = 0;
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private Color originalColor;
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public Element(Element e) {
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Position = e.Position;
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Chunk = e.Chunk;
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lastMove = Engine.GetFramesDrawn();
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Active = e.active;
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lastMove = e.lastMove;
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lastUpdate = e.lastUpdate;
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Chunk.SetElementActive(this, Active);
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}
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public Element(int x, int y, Chunk chunk) {
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public Element(int x, int y, Chunk chunk, bool active = true) {
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Position.X = x;
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Position.Y = y;
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Chunk = chunk;
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lastMove = Engine.GetFramesDrawn();
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Active = false;
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Chunk.SetElementActive(this, Active);
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}
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public bool Active {
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get => active;
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set {
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if (active == value) return;
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active = value;
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Chunk.SetElementActive(this, value);
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if (active) {
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Moved();
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// SetDebugColor(value, new Color(0.2f, 0.2f, 0.2f));
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} else {
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ResetColor();
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}
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}
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}
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@@ -58,9 +64,13 @@ public class Element {
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public virtual bool Update() {
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if (!Active) return false;
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if (lastUpdate == Engine.GetFramesDrawn()) return false; // already updated this frame
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lastUpdate = Engine.GetFramesDrawn();
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int frame = Engine.GetFramesDrawn();
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if (lastMove + STEPS_UNTIL_INACTIVE < frame)
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Active = false;
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if (lastUpdate == frame)
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return false; // already updated this frame
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lastUpdate = frame;
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return true;
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}
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@@ -68,24 +78,7 @@ public class Element {
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return $"{GetType()} {Position}[{Chunk.Index}] {active}";
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}
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protected virtual void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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wasMovedThisTick = false;
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if (Chunk.IsEmpty(Position + Vector2I.Down))
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Chunk.Swap(this, Position + Vector2I.Down);
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else if (Chunk.IsEmpty(Position + randomDirection))
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Chunk.Swap(this, Position + randomDirection);
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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; // ascend slower
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if (Chunk.Get(Position + randomDirection)?.Density < Density)
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Chunk.Swap(this, Position + Vector2I.Down);
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}
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protected virtual void Tick() { }
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protected Vector2I RandomDirectionDown() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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@@ -94,6 +87,13 @@ 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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@@ -106,21 +106,48 @@ public class Element {
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public void ResetColor() {
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color = originalColor;
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MarkForUpdate();
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}
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public void SetDebugColor(Color color) {
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if (!Main.Instance.DebugVisualization) return;
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if (!Main.Instance.DebugMode) return;
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this.color = color;
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wasMovedThisTick = true;
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}
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public void Moved() {
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lastMove = Engine.GetFramesDrawn();
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wasMovedThisTick = true;
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MarkForUpdate();
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}
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public bool WasMoved() {
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return wasMovedThisTick;
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public bool IsMarkedForUpdate() {
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return markedForUpdate;
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}
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public void MarkForUpdate(bool mark = true) {
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markedForUpdate = true;
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}
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public bool IsEmpty() {
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return GetType() == typeof(Element);
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}
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public virtual void ActivateNeighbors() {
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Element n = Chunk.Get(Position + Vector2I.Up);
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if (n != null && !n.IsEmpty())
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n.Active = true;
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//
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// Element e = Chunk.Get(Position + Vector2I.Right);
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// if (e != null && !e.IsEmpty())
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// e.Active = true;
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//
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// Element s = Chunk.Get(Position + Vector2I.Down);
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// if (null != s && !s.IsEmpty())
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// s.Active = true;
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//
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// Element w = Chunk.Get(Position + Vector2I.Left);
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// if (null != w && !w.IsEmpty())
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// w.Active = true;
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}
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}
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@@ -5,18 +5,19 @@ namespace FOU.Scripts.Elements;
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public abstract class Liquid : Element {
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public const int MAX_VERTICAL_SPREAD = 3;
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protected Liquid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
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protected Liquid(int x, int y, ref Chunk chunk) : base(x, y, chunk) {
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MarkForUpdate();
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}
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public override bool Update() {
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if (!base.Update()) return false;
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if (lastMove + STEPS_UNTIL_INACTIVE < Engine.GetFramesDrawn()) Active = false;
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Tick();
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return true; // not necessarily end, subclasses could do some more things
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}
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protected override void Tick() {
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protected virtual void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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if (randomDirection.Y != 0)
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randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD);
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@@ -25,9 +26,34 @@ public abstract class Liquid : Element {
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Chunk.Swap(this, Position + Vector2I.Down);
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else if (Chunk.IsEmpty(Position + randomDirection))
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Chunk.Swap(this, Position + Vector2I.Right * randomDirection);
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Chunk.Swap(this, Position + randomDirection);
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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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else if (Chunk.IsEmpty(Position + randomDirection))
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Chunk.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
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else if (Chunk.IsEmpty(Position + 1 * randomDirection))
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Chunk.Swap(this, Position + 1 * randomDirection);
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else if (Chunk.IsEmpty(Position - 1 * randomDirection * VERTICAL_OPPOSITE))
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Chunk.Swap(this, Position - 1 * randomDirection * VERTICAL_OPPOSITE);
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else if (Chunk.IsEmpty(Position + 2 * randomDirection))
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Chunk.Swap(this, Position + 2 * randomDirection);
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else if (Chunk.IsEmpty(Position - 2 * randomDirection * VERTICAL_OPPOSITE))
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Chunk.Swap(this, Position - 2 * randomDirection * VERTICAL_OPPOSITE);
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}
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public override void ActivateNeighbors() {
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Element n = Chunk.Get(Position + Vector2I.Up);
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if (n != null && !n.IsEmpty())
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n.Active = true;
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// only activate liquids left or right
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Element e = Chunk.Get(Position + Vector2I.Right);
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if (e != null && e.GetType() == typeof(Liquid))
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e.Active = true;
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Element s = Chunk.Get(Position + Vector2I.Down);
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if (null != s && s.GetType() == typeof(Liquid))
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s.Active = true;
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}
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}
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@@ -3,14 +3,40 @@
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namespace FOU.Scripts.Elements;
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|
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public abstract class Solid : Element {
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protected Solid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
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protected Solid(int x, int y, ref Chunk chunk) : base(x, y, chunk) {
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MarkForUpdate();
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}
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public override bool Update() {
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if (!base.Update()) return false;
|
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if (lastMove + STEPS_UNTIL_INACTIVE < Engine.GetFramesDrawn()) Active = false;
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|
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Tick();
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return true; // not necessarily end, subclasses could do some more things
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}
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|
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protected virtual void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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|
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// fall speed reduction:
|
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if (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // descend slower
|
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|
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if (Chunk.IsEmpty(Position + Vector2I.Down))
|
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Chunk.Swap(this, Position + Vector2I.Down);
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|
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else if (Chunk.IsEmpty(Position + Vector2I.Down + randomDirection))
|
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Chunk.Swap(this, Position + Vector2I.Down + randomDirection);
|
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|
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else if (Chunk.IsEmpty(Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE))
|
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Chunk.Swap(this, Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE);
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|
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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)
|
||||
Chunk.Swap(this, Position + Vector2I.Down + randomDirection);
|
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else if (Chunk.Get(Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE)?.Density < Density)
|
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Chunk.Swap(this, Position + Vector2I.Down + randomDirection * VERTICAL_OPPOSITE);
|
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}
|
||||
|
||||
}
|
||||
|
||||
@@ -30,7 +30,7 @@ public class Level {
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||||
|
||||
GD.Print($"Generating level ({sizeX}:{sizeY}) with {chunksPerX*chunksPerY} chunks ({chunkResX} * {chunkResY})");
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|
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image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
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||||
image = Image.CreateEmpty(sizeX, sizeY, false, Image.Format.Rgb8);
|
||||
|
||||
chunks = new Chunk[chunksPerX, chunksPerY];
|
||||
int index = 0;
|
||||
@@ -84,8 +84,11 @@ public class Level {
|
||||
int rainDrops = (int)Math.Round(rainAmount);
|
||||
|
||||
for (int i = 0; i <= rainDrops; i++) {
|
||||
if (GD.Randf() < rainAmount)
|
||||
WritePixel<Water>((int)(GD.Randi() % (chunkResX * chunksPerX)), 0, 1);
|
||||
if (GD.Randf() < rainAmount) {
|
||||
int d = (int)(GD.Randi() % (chunkResX * chunksPerX));
|
||||
if (GetElement(d, 0).IsEmpty())
|
||||
WritePixel<Water>(d, 0, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -113,40 +116,45 @@ public class Level {
|
||||
iteratorX = chunkResX + startPtX + iteratorX;
|
||||
ptX = startPtX + iteratorX;
|
||||
|
||||
// right of chunk
|
||||
} else if (startPtX + iteratorX >= chunkResX) {
|
||||
chunkX++;
|
||||
ptX = startPtX + iteratorX - chunkResX;
|
||||
} else {
|
||||
ptX = startPtX + iteratorX;
|
||||
}
|
||||
|
||||
if (startPtX + iteratorX >= chunkResX) {
|
||||
chunkX++;
|
||||
ptX = startPtX + iteratorX - chunkResX;
|
||||
}
|
||||
int chunkY = y/chunkResY;
|
||||
|
||||
// above chunk
|
||||
if (startPtY + iteratorY < 0) {
|
||||
chunkY--;
|
||||
ptY = chunkResY + (startPtY + iteratorY);
|
||||
|
||||
// left of chunk
|
||||
} else if (startPtY + iteratorY >= chunkResY) {
|
||||
chunkY++;
|
||||
ptY = iteratorY % chunkResY;
|
||||
} else {
|
||||
ptY = startPtY + iteratorY;
|
||||
}
|
||||
if (startPtY + iteratorY >= chunkResY) {
|
||||
chunkY++;
|
||||
ptY = startPtY + iteratorY - chunkResY;
|
||||
}
|
||||
|
||||
// ignore everything outside
|
||||
if (chunkX < 0) continue;
|
||||
if (chunkX > chunksPerX) continue;
|
||||
if (chunkX >= chunksPerX) continue;
|
||||
if (chunkY < 0) continue;
|
||||
if (chunkY > chunksPerY) continue;
|
||||
if (chunkY >= chunksPerY) continue;
|
||||
|
||||
chunks[chunkX, chunkY].WritePixel<T>(ptX, ptY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Element GetElement(int x, int y) {
|
||||
if (x < 0 || x > chunkResX * chunkResX) return null;
|
||||
if (y < 0 || y > chunkResY * chunkResY) return null;
|
||||
|
||||
return chunks[x / chunkResX, y / chunkResY].Elements[x % chunkResX, y % chunkResY];
|
||||
}
|
||||
|
||||
public Image DrawLevel() {
|
||||
// chunk
|
||||
for (int cx = 0; cx < chunksPerX; cx++) {
|
||||
@@ -157,8 +165,10 @@ public class Level {
|
||||
for (int y = 0; y < chunkResY; y++) {
|
||||
// TODO: multithreading here! use Chunk.DrawLevel() and stitch images together
|
||||
|
||||
if (chunks[cx, cy].Elements[x, y].WasMoved())
|
||||
if (chunks[cx, cy].Elements[x, y].IsMarkedForUpdate()) {
|
||||
image.SetPixel(cx * chunkResX + x, cy * chunkResY + y, chunks[cx, cy].Elements[x, y].Color);
|
||||
chunks[cx, cy].Elements[x, y].MarkForUpdate(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,19 +3,27 @@ using FOU.Scripts.Elements;
|
||||
using Godot;
|
||||
|
||||
public partial class Main : Node2D {
|
||||
[Export] public bool DebugVisualization = false;
|
||||
[Export] public bool DebugMode = false;
|
||||
[Export] public bool AllowOverwrite = true;
|
||||
|
||||
[Export] public int BrushSize = 5;
|
||||
[Export] public float TextureResolution = 0.5f;
|
||||
[Export] public int ChunksPerAxis = 2;
|
||||
[Export] public float RainAmount = 0;
|
||||
[Export] public float rainAmount = 0;
|
||||
|
||||
public static Main Instance;
|
||||
public Level Level;
|
||||
|
||||
private TextureRect mLevelDrawer;
|
||||
private bool enableRain;
|
||||
private float rainAmount;
|
||||
|
||||
public float RainAmount {
|
||||
get => rainAmount;
|
||||
set {
|
||||
rainAmount = value;
|
||||
Level?.SetRainAmount(rainAmount);
|
||||
}
|
||||
}
|
||||
|
||||
public override void _Ready() {
|
||||
Level = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution),
|
||||
@@ -28,10 +36,11 @@ public partial class Main : Node2D {
|
||||
|
||||
public override void _PhysicsProcess(double delta) {
|
||||
base._PhysicsProcess(delta);
|
||||
Level.Update();
|
||||
}
|
||||
|
||||
public override void _Process(double delta) {
|
||||
Level.Update();
|
||||
mLevelDrawer.Texture?.Dispose();
|
||||
mLevelDrawer.Texture = ImageTexture.CreateFromImage(Level.DrawLevel());
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user