12 Commits

Author SHA1 Message Date
f324122874 updated to godot 4.5 2025-10-26 18:30:27 +01:00
f932ae1bcd refactoring 2025-05-01 23:34:31 +02:00
c41cdd57c4 fixed activate not set on copy 2025-05-01 23:06:46 +02:00
e653f23a42 dirt shall only move downwards 2025-05-01 23:01:42 +02:00
6acccefa0a diffuse in both directions 2025-05-01 22:51:39 +02:00
28ada065a6 fixed stuck pixels 2025-05-01 22:50:35 +02:00
ea34b8ecc0 moved tick to process from physics process
fixed fall speed
improved naming
2025-05-01 22:46:51 +02:00
4462573267 fixed element leak across chunks 2025-04-30 23:23:20 +02:00
0b97027e00 fixed stuck rain
refactoring
2025-04-30 23:13:53 +02:00
d9bde10c3c fixed rain 2025-04-27 15:31:20 +02:00
2e4fc22263 enabled overwrite of existing pixels 2025-04-27 15:21:56 +02:00
202e71d97e improved debug color 2025-04-27 15:19:49 +02:00
11 changed files with 108 additions and 47 deletions

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@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.4.1"> <Project Sdk="Godot.NET.Sdk/4.5.1">
<PropertyGroup> <PropertyGroup>
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading> <EnableDynamicLoading>true</EnableDynamicLoading>

12
FOU.csproj.old.1 Normal file
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@@ -0,0 +1,12 @@
<Project Sdk="Godot.NET.Sdk/4.4.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
</PropertyGroup>
<ItemGroup>
<Content Include="benchmark.txt" />
</ItemGroup>
<ItemGroup>
<Folder Include="UI\" />
</ItemGroup>
</Project>

View File

@@ -1,4 +1,3 @@
using System.Reflection;
using Godot; using Godot;
public partial class SettingsController : VBoxContainer public partial class SettingsController : VBoxContainer
@@ -18,7 +17,7 @@ public partial class SettingsController : VBoxContainer
slSize.Value = main.BrushSize; slSize.Value = main.BrushSize;
slRain.ValueChanged += OnRainValueChanged; slRain.ValueChanged += OnRainValueChanged;
slRain.Value = main.RainAmount; slRain.Value = main.rainAmount;
} }
private void OnSizeValueChanged(double value) { private void OnSizeValueChanged(double value) {

View File

@@ -8,8 +8,7 @@
[node name="Main" type="Node2D"] [node name="Main" type="Node2D"]
script = ExtResource("1_k1i8e") script = ExtResource("1_k1i8e")
DebugMode = true DebugMode = true
BrushSize = 2 BrushSize = 4
RainAmount = 1.0
[node name="CanvasLayer" type="CanvasLayer" parent="."] [node name="CanvasLayer" type="CanvasLayer" parent="."]
@@ -85,6 +84,13 @@ custom_minimum_size = Vector2(150, 0)
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 8 size_flags_horizontal = 8
size_flags_vertical = 1 size_flags_vertical = 1
max_value = 5.0 max_value = 10.0
step = 0.01 step = 0.01
value = 1.0 value = 1.0
[node name="ToolbarMarginContainer2" parent="CanvasLayer/TopUI" instance=ExtResource("5_kry3j")]
layout_mode = 0
offset_left = 860.0
offset_top = 5.0
offset_right = 1060.0
offset_bottom = 69.0

View File

@@ -54,14 +54,14 @@ public class Chunk {
if (toAddElements.Count > 0) { if (toAddElements.Count > 0) {
foreach (Element addElement in toAddElements) { foreach (Element addElement in toAddElements) {
activeElements.Add(addElement); activeElements.Add(addElement);
addElement.SetDebugColor(Colors.Green); addElement.SetDebugColor(addElement.Color * 1.5f);
} }
toAddElements.Clear(); toAddElements.Clear();
} }
} }
public void SetElementActive(Element e, bool active) { public void SetElementActive(Element e, bool active) {
if (e.GetType() == typeof(Element) && active) return; if (e.GetType() == typeof(Element)) return;
if (active) AddToChunk(e); if (active) AddToChunk(e);
else RemoveFromChunk(e); else RemoveFromChunk(e);
@@ -76,8 +76,8 @@ public class Chunk {
Type type = typeof(T); Type type = typeof(T);
object o = Activator.CreateInstance(type, x, y, this); object o = Activator.CreateInstance(type, x, y, this);
// check if not empty: // check if not empty and overwrite not allowed:
if (Elements[x,y].GetType() != typeof(Element)) { if (!Elements[x,y].IsEmpty() && !Main.Instance.AllowOverwrite) {
return; return;
} }
@@ -138,6 +138,9 @@ public class Chunk {
if (what.Chunk != swapTo.Chunk) { if (what.Chunk != swapTo.Chunk) {
what.Chunk.RemoveFromChunk(what); what.Chunk.RemoveFromChunk(what);
swapTo.Chunk.AddToChunk(what); swapTo.Chunk.AddToChunk(what);
swapTo.Chunk.RemoveFromChunk(swapTo);
what.Chunk.AddToChunk(swapTo);
} }
Element temp = new Element(what); Element temp = new Element(what);

View File

@@ -6,26 +6,29 @@ public class Element{
public Chunk Chunk; public Chunk Chunk;
public Vector2I Position; public Vector2I Position;
public int Density;
protected int Density;
protected int DiffuseSpeed = 10; protected int DiffuseSpeed = 10;
protected Color color = Colors.Black; protected Color color = Colors.Black;
protected const int MAX_DIFFUSE_SPEED = 100; protected const int MAX_DIFFUSE_SPEED = 100;
protected const int STEPS_UNTIL_INACTIVE = 500; protected const int STEPS_UNTIL_INACTIVE = 500;
protected const float MAX_COLOR_VARIANCE = 0.1f;
protected static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1); protected static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1);
private const float MAX_COLOR_VARIANCE = 0.1f;
private bool active = false; private bool active = false;
private bool markedForUpdate = true;
private int lastUpdate = -1; private int lastUpdate = -1;
private int lastMove = 0; private int lastMove = 0;
private Color originalColor; private Color originalColor;
private bool markedForUpdate = false;
public Element(Element e) { public Element(Element e) {
Position = e.Position; Position = e.Position;
Chunk = e.Chunk; Chunk = e.Chunk;
lastMove = Engine.GetFramesDrawn(); Active = e.active;
lastMove = e.lastMove;
lastUpdate = e.lastUpdate;
Chunk.SetElementActive(this, Active);
} }
public Element(int x, int y, Chunk chunk) { public Element(int x, int y, Chunk chunk) {
@@ -33,20 +36,21 @@ public class Element{
Position.Y = y; Position.Y = y;
Chunk = chunk; Chunk = chunk;
lastMove = Engine.GetFramesDrawn(); lastMove = Engine.GetFramesDrawn();
Active = false; Chunk.SetElementActive(this, Active);
} }
public bool Active { public bool Active {
get => active; get => active;
set { set {
if (active == value) return; if (active == value) return;
active = value; active = value;
Chunk.SetElementActive(this, value); Chunk.SetElementActive(this, value);
if (!active)
ResetColor(); if (active) {
else
Moved(); Moved();
} else {
ResetColor();
}
} }
} }
@@ -67,7 +71,6 @@ public class Element{
return false; // already updated this frame return false; // already updated this frame
lastUpdate = frame; lastUpdate = frame;
return true; return true;
} }
@@ -75,23 +78,7 @@ public class Element{
return $"{GetType()} {Position}[{Chunk.Index}] {active}"; return $"{GetType()} {Position}[{Chunk.Index}] {active}";
} }
protected virtual void Tick() { protected virtual void Tick() { }
Vector2I randomDirection = RandomDirectionDown();
if (Chunk.IsEmpty(Position + Vector2I.Down))
Chunk.Swap(this, Position + Vector2I.Down);
else if (Chunk.IsEmpty(Position + randomDirection))
Chunk.Swap(this, Position + randomDirection);
else if (Chunk.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
Chunk.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
if (GD.Randi() % MAX_DIFFUSE_SPEED > DiffuseSpeed) return; // ascend slower
if (Chunk.Get(Position + randomDirection)?.Density < Density)
Chunk.Swap(this, Position + Vector2I.Down);
}
protected Vector2I RandomDirectionDown() { protected Vector2I RandomDirectionDown() {
int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1; int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
@@ -100,6 +87,13 @@ public class Element{
+ (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection); + (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection);
} }
/// <returns>-1, 0 or 1</returns>
protected Vector2I RandomDirection() {
int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
return (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) * MAX_COLOR_VARIANCE; c.R += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
@@ -126,11 +120,15 @@ public class Element{
MarkForUpdate(); MarkForUpdate();
} }
public bool MarkedForUpdate() { public bool IsMarkedForUpdate() {
return markedForUpdate; return markedForUpdate;
} }
public void MarkForUpdate(bool mark = true) { public void MarkForUpdate(bool mark = true) {
markedForUpdate = true; markedForUpdate = true;
} }
public bool IsEmpty() {
return GetType() == typeof(Element);
}
} }

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@@ -17,7 +17,7 @@ public abstract class Liquid : Element {
return true; // not necessarily end, subclasses could do some more things return true; // not necessarily end, subclasses could do some more things
} }
protected override void Tick() { protected virtual void Tick() {
Vector2I randomDirection = RandomDirectionDown(); Vector2I randomDirection = RandomDirectionDown();
if (randomDirection.Y != 0) if (randomDirection.Y != 0)
randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD); randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD);

View File

@@ -14,4 +14,29 @@ public abstract class Solid : Element {
return true; // not necessarily end, subclasses could do some more things 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);
}
} }

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@@ -30,7 +30,7 @@ public class Level {
GD.Print($"Generating level ({sizeX}:{sizeY}) with {chunksPerX*chunksPerY} chunks ({chunkResX} * {chunkResY})"); GD.Print($"Generating level ({sizeX}:{sizeY}) with {chunksPerX*chunksPerY} chunks ({chunkResX} * {chunkResY})");
image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8); image = Image.CreateEmpty(sizeX, sizeY, false, Image.Format.Rgb8);
chunks = new Chunk[chunksPerX, chunksPerY]; chunks = new Chunk[chunksPerX, chunksPerY];
int index = 0; int index = 0;
@@ -84,8 +84,11 @@ public class Level {
int rainDrops = (int)Math.Round(rainAmount); int rainDrops = (int)Math.Round(rainAmount);
for (int i = 0; i <= rainDrops; i++) { for (int i = 0; i <= rainDrops; i++) {
if (GD.Randf() < rainAmount) if (GD.Randf() < rainAmount) {
WritePixel<Water>((int)(GD.Randi() % (chunkResX * chunksPerX)), 0, 1); int d = (int)(GD.Randi() % (chunkResX * chunksPerX));
if (GetElement(d, 0).IsEmpty())
WritePixel<Water>(d, 0, 1);
}
} }
} }
@@ -145,6 +148,13 @@ public class Level {
} }
} }
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() { public Image DrawLevel() {
// chunk // chunk
for (int cx = 0; cx < chunksPerX; cx++) { for (int cx = 0; cx < chunksPerX; cx++) {
@@ -155,7 +165,7 @@ public class Level {
for (int y = 0; y < chunkResY; y++) { for (int y = 0; y < chunkResY; y++) {
// TODO: multithreading here! use Chunk.DrawLevel() and stitch images together // TODO: multithreading here! use Chunk.DrawLevel() and stitch images together
if (chunks[cx, cy].Elements[x, y].MarkedForUpdate()) { if (chunks[cx, cy].Elements[x, y].IsMarkedForUpdate()) {
image.SetPixel(cx * chunkResX + x, cy * chunkResY + y, chunks[cx, cy].Elements[x, y].Color); image.SetPixel(cx * chunkResX + x, cy * chunkResY + y, chunks[cx, cy].Elements[x, y].Color);
chunks[cx, cy].Elements[x, y].MarkForUpdate(false); chunks[cx, cy].Elements[x, y].MarkForUpdate(false);
} }

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@@ -4,18 +4,26 @@ using Godot;
public partial class Main : Node2D { public partial class Main : Node2D {
[Export] public bool DebugMode = false; [Export] public bool DebugMode = false;
[Export] public bool AllowOverwrite = true;
[Export] public int BrushSize = 5; [Export] public int BrushSize = 5;
[Export] public float TextureResolution = 0.5f; [Export] public float TextureResolution = 0.5f;
[Export] public int ChunksPerAxis = 2; [Export] public int ChunksPerAxis = 2;
[Export] public float RainAmount = 0; [Export] public float rainAmount = 0;
public static Main Instance; public static Main Instance;
public Level Level; public Level Level;
private TextureRect mLevelDrawer; private TextureRect mLevelDrawer;
private bool enableRain; private bool enableRain;
private float rainAmount;
public float RainAmount {
get => rainAmount;
set {
rainAmount = value;
Level?.SetRainAmount(rainAmount);
}
}
public override void _Ready() { public override void _Ready() {
Level = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution), Level = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution),
@@ -28,10 +36,10 @@ public partial class Main : Node2D {
public override void _PhysicsProcess(double delta) { public override void _PhysicsProcess(double delta) {
base._PhysicsProcess(delta); base._PhysicsProcess(delta);
Level.Update();
} }
public override void _Process(double delta) { public override void _Process(double delta) {
Level.Update();
mLevelDrawer.Texture?.Dispose(); mLevelDrawer.Texture?.Dispose();
mLevelDrawer.Texture = ImageTexture.CreateFromImage(Level.DrawLevel()); mLevelDrawer.Texture = ImageTexture.CreateFromImage(Level.DrawLevel());
} }

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@@ -12,7 +12,7 @@ config_version=5
config/name="FOU" config/name="FOU"
run/main_scene="res://Scenes/main.tscn" run/main_scene="res://Scenes/main.tscn"
config/features=PackedStringArray("4.4", "C#", "Forward Plus") config/features=PackedStringArray("4.5", "C#", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
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