Compare commits
13 Commits
a470593ae4
...
performanc
| Author | SHA1 | Date | |
|---|---|---|---|
| 7f31c8c3d5 | |||
| 882a12862e | |||
| 5045b4421e | |||
| 71db6513f2 | |||
| 4e6b1d642c | |||
| 8ebaa9e987 | |||
| 383e1343ef | |||
| d1dac0b855 | |||
| 34aee98a6a | |||
| bb2f498ac5 | |||
| 7388e1a2d7 | |||
| 2d38774341 | |||
| 8c3f7c2964 |
@@ -1,6 +1,9 @@
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|||||||
<Project Sdk="Godot.NET.Sdk/4.2.2">
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<Project Sdk="Godot.NET.Sdk/4.4.1">
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework>net8.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<Content Include="benchmark.txt" />
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</ItemGroup>
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</Project>
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</Project>
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@@ -2,7 +2,8 @@ using Godot;
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public partial class FPSLabel : Label
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public partial class FPSLabel : Label
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{
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{
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bool ShowFPS = true;
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[Export]
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public bool ShowFPS = true;
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta) {
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public override void _Process(double delta) {
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1
Scenes/FPSLabel.cs.uid
Normal file
1
Scenes/FPSLabel.cs.uid
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@@ -0,0 +1 @@
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uid://d3cbk8f7lckbr
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20
Scenes/PerfDetails.cs
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20
Scenes/PerfDetails.cs
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@@ -0,0 +1,20 @@
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using FOU.Scripts;
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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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int activeElements = 0;
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foreach (Chunk c in Main.Instance.Level.GetChunks())
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activeElements += c.ActiveElementsCount();
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Text += $"Active Elements: {activeElements}";
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}
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}
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1
Scenes/PerfDetails.cs.uid
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1
Scenes/PerfDetails.cs.uid
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@@ -0,0 +1 @@
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uid://52grhydeyy0t
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1
Scenes/SettingsController.cs.uid
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1
Scenes/SettingsController.cs.uid
Normal file
@@ -0,0 +1 @@
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uid://dxmkbb5f1t368
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@@ -1,14 +1,15 @@
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[gd_scene load_steps=4 format=3 uid="uid://cf34vk5r055dx"]
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[gd_scene load_steps=5 format=3 uid="uid://cf34vk5r055dx"]
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[ext_resource type="Script" path="res://Scripts/Main.cs" id="1_k1i8e"]
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[ext_resource type="Script" uid="uid://cmvvubxfvdca7" path="res://Scripts/Main.cs" id="1_k1i8e"]
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[ext_resource type="Script" path="res://Scenes/FPSLabel.cs" id="2_8cb7y"]
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[ext_resource type="Script" uid="uid://d3cbk8f7lckbr" path="res://Scenes/FPSLabel.cs" id="2_8cb7y"]
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[ext_resource type="Script" path="res://Scenes/SettingsController.cs" id="3_a4w6m"]
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[ext_resource type="Script" uid="uid://dxmkbb5f1t368" path="res://Scenes/SettingsController.cs" id="3_a4w6m"]
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[ext_resource type="Script" uid="uid://52grhydeyy0t" path="res://Scenes/PerfDetails.cs" id="3_u2p48"]
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[node name="Main" type="Node2D"]
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[node name="Main" type="Node2D"]
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script = ExtResource("1_k1i8e")
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script = ExtResource("1_k1i8e")
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BrushSize = 0
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DebugVisualization = true
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TextureResolution = 0.25
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BrushSize = 2
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RainAmount = 5.0
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RainAmount = 1.0
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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@@ -34,6 +35,15 @@ text = "FPS: 0
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"
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"
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script = ExtResource("2_8cb7y")
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script = ExtResource("2_8cb7y")
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[node name="PerfDetails" type="Label" parent="CanvasLayer/TopUI"]
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layout_mode = 0
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offset_top = 30.0
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offset_right = 76.0
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offset_bottom = 67.0
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theme_override_font_sizes/font_size = 10
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text = "Active Elements: 0"
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script = ExtResource("3_u2p48")
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[node name="Settings" type="VBoxContainer" parent="CanvasLayer/TopUI"]
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[node name="Settings" type="VBoxContainer" parent="CanvasLayer/TopUI"]
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layout_mode = 1
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layout_mode = 1
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anchors_preset = 1
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anchors_preset = 1
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146
Scripts/Chunk.cs
146
Scripts/Chunk.cs
@@ -1,4 +1,5 @@
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using System;
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using System;
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using System.Collections.Generic;
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using FOU.Scripts.Elements;
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using FOU.Scripts.Elements;
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using Godot;
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using Godot;
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@@ -6,6 +7,7 @@ namespace FOU.Scripts;
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public class Chunk {
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public class Chunk {
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public Element[,] Elements;
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public Element[,] Elements;
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public int Index = -1;
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public Chunk NeighborN = null;
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public Chunk NeighborN = null;
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public Chunk NeighborE = null;
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public Chunk NeighborE = null;
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public Chunk NeighborS = null;
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public Chunk NeighborS = null;
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@@ -14,62 +16,78 @@ public class Chunk {
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private readonly Image image;
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private readonly Image image;
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private readonly int sizeX;
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private readonly int sizeX;
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private readonly int sizeY;
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private readonly int sizeY;
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private int frame;
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private readonly HashSet<Element> activeElements;
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private Chunk _this;
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private readonly HashSet<Element> toAddElements = new();
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private readonly HashSet<Element> toRemoveElements = new();
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public Chunk(int x, int y) {
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_this = this;
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public Chunk(int x, int y, int index) {
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Index = index;
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sizeX = x;
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sizeX = x;
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sizeY = y;
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sizeY = y;
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Elements = new Element[x, y];
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Elements = new Element[x, y];
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for (int i = 0; i < sizeX; i++) {
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for (int i = 0; i < sizeX; i++) {
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for (int j = 0; j < sizeY; j++) {
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for (int j = 0; j < sizeY; j++) {
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Elements[i,j] = new Element(i, j, _this);
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Elements[i,j] = new Element(i, j, this);
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}
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}
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}
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}
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image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
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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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image.Fill(Colors.Black);
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}
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}
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public void Update() {
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public void Update() {
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for (int x = 0; x < sizeX; x++) {
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foreach (Element e in activeElements)
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for (int y = 0; y < sizeY; y++) {
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e.Update();
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if (Elements[x,y] != null)
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Elements[x,y].Update(frame);
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// apply changes:
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if (toRemoveElements.Count > 0) {
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foreach (Element removeElement in toRemoveElements) {
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activeElements.Remove(removeElement);
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removeElement.ResetColor();
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}
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}
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toRemoveElements.Clear();
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}
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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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}
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toAddElements.Clear();
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}
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}
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frame++;
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// TODO: enable rain again
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// MakeItRain(_main.RainAmount);
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}
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}
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public void WritePixel<T>(int x, int y, int size) {
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public void SetElementActive(Element e, bool active) {
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int halfsize = size/2;
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if (e.GetType() == typeof(Element) && active) return;
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if (active) AddToChunk(e);
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else RemoveFromChunk(e);
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}
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public void WritePixel<T>(int x, int y) {
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if (x < 0 || x >= sizeX || y < 0 || y >= sizeY) {
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GD.PrintErr($"Out of bounds for chunk: {x}:{y}");
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return;
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}
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Type type = typeof(T);
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Type type = typeof(T);
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object o = Activator.CreateInstance(type, x, y, this);
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for (int i = -halfsize; i <= halfsize; i++) {
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// check if not empty:
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for (int j = -halfsize; j <= halfsize; j++) {
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if (Elements[x,y].GetType() != typeof(Element)) {
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int X = Mathf.Clamp(x + i, 0, sizeX-1);
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return;
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int Y = Mathf.Clamp(y + j, 0, sizeY-1);
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object o = Activator.CreateInstance(type, X, Y, _this);
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if (Elements[X,Y].GetType() != type)
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Elements[X,Y] = o as Element;
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}
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}
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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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}
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public Image DrawLevel() {
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public int ActiveElementsCount() {
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for (int x = 0; x < sizeX; x++) {
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return activeElements.Count;
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for (int y = 0; y < sizeY; y++) {
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image.SetPixel(x,y, Elements[x,y].Color);
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}
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}
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return image;
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}
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}
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public void Swap(Element what, Vector2I pos) {
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public void Swap(Element what, Vector2I pos) {
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@@ -77,19 +95,27 @@ public class Chunk {
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}
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}
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public Element Get(Vector2I pos) {
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public Element Get(Vector2I pos) {
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if (pos.Y < 0)
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Element e = null;
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if (NeighborN != null) return NeighborN.Get(pos.X, NeighborN.sizeY + pos.Y);
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if (pos.Y >= sizeY)
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if (pos.Y < 0) {
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if (NeighborS != null) return NeighborS.Get(pos.X, sizeY - pos.Y);
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if (NeighborN != null)
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e = NeighborN.Get(pos.X, NeighborN.sizeY + pos.Y);
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|
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if (pos.X < 0)
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} else if (pos.Y >= sizeY) {
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if (NeighborE != null) return NeighborE.Get(NeighborE.sizeX + pos.X, pos.Y);
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if (NeighborS != null)
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e = NeighborS.Get(pos.X, sizeY - pos.Y);
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|
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if (pos.X >= sizeX)
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} else if (pos.X < 0) {
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if (NeighborW != null) return NeighborW.Get(sizeX - pos.X, pos.Y);
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if (NeighborE != null)
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e = NeighborE.Get(NeighborE.sizeX + pos.X, pos.Y);
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return Get(pos.X, pos.Y);
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} else if (pos.X >= sizeX) {
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if (NeighborW != null)
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e = NeighborW.Get(sizeX - pos.X, pos.Y);
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} else e = Get(pos.X, pos.Y);
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|
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return e;
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}
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}
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private Element Get(int x, int y) {
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private Element Get(int x, int y) {
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@@ -104,25 +130,41 @@ public class Chunk {
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}
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}
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private void Swap(Element what, Element swapTo) {
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private void Swap(Element what, Element swapTo) {
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Element swap = new Element(what);
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if (what == null || swapTo == null) {
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GD.PrintErr("Trying to swap null");
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|
return;
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|
}
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|
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GD.Print($"Swap: {what} -> {swapTo}");
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if (what.Chunk != swapTo.Chunk) {
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if (swapTo.Position.Y == 0) GD.Print($"");
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what.Chunk.RemoveFromChunk(what);
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swapTo.Chunk.AddToChunk(what);
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|
}
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|
|
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if (what == null || swapTo == null) return;
|
Element temp = new Element(what);
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|
|
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what.Position = swapTo.Position;
|
what.Position = swapTo.Position;
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what.Chunk = swapTo.Chunk;
|
what.Chunk = swapTo.Chunk;
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Elements[swapTo.Position.X, swapTo.Position.Y] = what;
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what.Chunk.Elements[what.Position.X, what.Position.Y] = what;
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|
|
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swapTo.Position = swap.Position;
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swapTo.Chunk = swap.Chunk;
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Elements[swap.Position.X, swap.Position.Y] = swapTo;
|
|
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|
|
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swapTo.Position = temp.Position;
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swapTo.Chunk = temp.Chunk;
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swapTo.Chunk.Elements[swapTo.Position.X, swapTo.Position.Y] = swapTo;
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|
|
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what.Active = true;
|
what.Active = true;
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|
what.Moved();
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swapTo.Active = true;
|
swapTo.Active = true;
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what.LastMove = frame;
|
swapTo.Moved();
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swapTo.LastMove = frame;
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}
|
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|
|
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|
public override string ToString() {
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|
return $"Chunk {Index}";
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|
}
|
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|
|
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|
private void RemoveFromChunk(Element e) {
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|
toRemoveElements.Add(e);
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|
}
|
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|
|
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|
private void AddToChunk(Element e) {
|
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|
toAddElements.Add(e);
|
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}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
1
Scripts/Chunk.cs.uid
Normal file
1
Scripts/Chunk.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://r17upkbkmfiy
|
||||||
@@ -5,7 +5,7 @@ namespace FOU.Scripts.Elements;
|
|||||||
public class Dirt : Solid {
|
public class Dirt : Solid {
|
||||||
|
|
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public Dirt(int x, int y, ref Chunk chunk) : base(x, y, ref chunk) {
|
public Dirt(int x, int y, ref Chunk chunk) : base(x, y, ref chunk) {
|
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Color = AddColorVariance(Colors.Brown);
|
color = AddColorVariance(Colors.Brown);
|
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Density = 10;
|
Density = 10;
|
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DiffuseSpeed = 50;
|
DiffuseSpeed = 50;
|
||||||
}
|
}
|
||||||
|
|||||||
1
Scripts/Elements/Dirt.cs.uid
Normal file
1
Scripts/Elements/Dirt.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://80esqy0cardd
|
||||||
@@ -3,63 +3,67 @@
|
|||||||
namespace FOU.Scripts.Elements;
|
namespace FOU.Scripts.Elements;
|
||||||
|
|
||||||
public class Element {
|
public class Element {
|
||||||
public Color Color = Colors.Black;
|
|
||||||
|
|
||||||
public Vector2I Position;
|
|
||||||
public Chunk Chunk;
|
public Chunk Chunk;
|
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public int Density;
|
public Vector2I Position;
|
||||||
public int LastUpdate = -1;
|
|
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public int LastMove = 0;
|
|
||||||
|
|
||||||
public int DiffuseSpeed = 10;
|
protected int Density;
|
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public const int MAX_DIFFUSE_SPEED = 100;
|
protected int DiffuseSpeed = 10;
|
||||||
public const int STEPS_UNTIL_INACTIVE = 100;
|
protected Color color = Colors.Black;
|
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|
protected const int MAX_DIFFUSE_SPEED = 100;
|
||||||
|
protected const int STEPS_UNTIL_INACTIVE = 500;
|
||||||
|
|
||||||
protected const float MAX_COLOR_VARIANCE = 0.1f;
|
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);
|
||||||
|
protected int lastMove = 0;
|
||||||
|
|
||||||
private bool active = true;
|
private bool active = false;
|
||||||
|
private int lastUpdate = -1;
|
||||||
private Color originalColor;
|
private Color originalColor;
|
||||||
|
|
||||||
public Element(Element e) {
|
public Element(Element e) {
|
||||||
Position = e.Position;
|
Position = e.Position;
|
||||||
Chunk = e.Chunk;
|
Chunk = e.Chunk;
|
||||||
|
lastMove = Engine.GetFramesDrawn();
|
||||||
}
|
}
|
||||||
|
|
||||||
public Element(int x, int y, Chunk chunk) {
|
public Element(int x, int y, Chunk chunk) {
|
||||||
Position.X = x;
|
Position.X = x;
|
||||||
Position.Y = y;
|
Position.Y = y;
|
||||||
Chunk = chunk;
|
Chunk = chunk;
|
||||||
|
lastMove = Engine.GetFramesDrawn();
|
||||||
|
Active = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Active {
|
public bool Active {
|
||||||
get => active;
|
get => active;
|
||||||
set {
|
set {
|
||||||
active = value;
|
if (active == value) return;
|
||||||
|
|
||||||
if (active)
|
active = value;
|
||||||
Color = originalColor;
|
Chunk.SetElementActive(this, value);
|
||||||
else if (Main.Instance.DebugVisualization)
|
// SetDebugColor(value, new Color(0.2f, 0.2f, 0.2f));
|
||||||
Color = new Color(0.2f, 0.2f, 0.2f);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Color Color => color;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// base update method, checks if anything is to do at all
|
/// base update method, checks if anything is to do at all
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="currentFrame"></param>
|
/// <param name="currentFrame"></param>
|
||||||
/// <returns>false if there is nothing to do</returns>
|
/// <returns>false if there is nothing to do</returns>
|
||||||
public virtual bool Update(int currentFrame) {
|
public virtual bool Update() {
|
||||||
if (!Active) return false;
|
if (!Active) return false;
|
||||||
|
|
||||||
if (LastUpdate == currentFrame) return false; // already updated this frame
|
if (lastUpdate == Engine.GetFramesDrawn()) return false; // already updated this frame
|
||||||
LastUpdate = currentFrame;
|
lastUpdate = Engine.GetFramesDrawn();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override string ToString() {
|
public override string ToString() {
|
||||||
return $"{GetType()} {Position}";
|
return $"{GetType()} {Position}[{Chunk.Index}] {active}";
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void Tick() {
|
protected virtual void Tick() {
|
||||||
@@ -97,4 +101,17 @@ public class Element {
|
|||||||
return c;
|
return c;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ResetColor() {
|
||||||
|
color = originalColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetDebugColor(Color color) {
|
||||||
|
if (!Main.Instance.DebugVisualization) return;
|
||||||
|
|
||||||
|
this.color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Moved() {
|
||||||
|
lastMove = Engine.GetFramesDrawn();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
1
Scripts/Elements/Element.cs.uid
Normal file
1
Scripts/Elements/Element.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://b5lme1c4rx15n
|
||||||
@@ -7,9 +7,9 @@ public abstract class Liquid : Element {
|
|||||||
|
|
||||||
protected Liquid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
|
protected Liquid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
|
||||||
|
|
||||||
public override bool Update(int currentFrame) {
|
public override bool Update() {
|
||||||
if (!base.Update(currentFrame)) return false;
|
if (!base.Update()) return false;
|
||||||
if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false;
|
if (lastMove + STEPS_UNTIL_INACTIVE < Engine.GetFramesDrawn()) Active = false;
|
||||||
|
|
||||||
Tick();
|
Tick();
|
||||||
|
|
||||||
|
|||||||
1
Scripts/Elements/Liquid.cs.uid
Normal file
1
Scripts/Elements/Liquid.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://bqx36wisy7127
|
||||||
@@ -5,9 +5,9 @@ namespace FOU.Scripts.Elements;
|
|||||||
public abstract class Solid : Element {
|
public abstract class Solid : Element {
|
||||||
protected Solid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
|
protected Solid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
|
||||||
|
|
||||||
public override bool Update(int currentFrame) {
|
public override bool Update() {
|
||||||
if (!base.Update(currentFrame)) return false;
|
if (!base.Update()) return false;
|
||||||
if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false;
|
if (lastMove + STEPS_UNTIL_INACTIVE < Engine.GetFramesDrawn()) Active = false;
|
||||||
|
|
||||||
Tick();
|
Tick();
|
||||||
|
|
||||||
|
|||||||
1
Scripts/Elements/Solid.cs.uid
Normal file
1
Scripts/Elements/Solid.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://ur56t06r7n4l
|
||||||
@@ -5,7 +5,7 @@ namespace FOU.Scripts.Elements;
|
|||||||
public class Water : Liquid {
|
public class Water : Liquid {
|
||||||
|
|
||||||
public Water(int x, int y, ref Chunk chunk) : base(x, y, ref chunk) {
|
public Water(int x, int y, ref Chunk chunk) : base(x, y, ref chunk) {
|
||||||
Color = AddColorVariance(Colors.Blue);
|
color = AddColorVariance(Colors.Blue);
|
||||||
Density = 1;
|
Density = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
1
Scripts/Elements/Water.cs.uid
Normal file
1
Scripts/Elements/Water.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://k8id5egjc7x8
|
||||||
132
Scripts/Level.cs
132
Scripts/Level.cs
@@ -1,4 +1,6 @@
|
|||||||
using Godot;
|
using System;
|
||||||
|
using FOU.Scripts.Elements;
|
||||||
|
using Godot;
|
||||||
|
|
||||||
namespace FOU.Scripts;
|
namespace FOU.Scripts;
|
||||||
|
|
||||||
@@ -9,74 +11,144 @@ public class Level {
|
|||||||
private Chunk[,] chunks;
|
private Chunk[,] chunks;
|
||||||
private Image image;
|
private Image image;
|
||||||
|
|
||||||
private int chunksX;
|
private int chunksPerX;
|
||||||
private int chunksY;
|
private int chunksPerY;
|
||||||
|
|
||||||
// per chunk:
|
// per chunk:
|
||||||
private int chunkResX;
|
private int chunkResX;
|
||||||
private int chunkResY;
|
private int chunkResY;
|
||||||
|
|
||||||
|
private float rainAmount = 0;
|
||||||
|
|
||||||
public Level(Main main, int sizeX, int sizeY) {
|
public Level(Main main, int sizeX, int sizeY) {
|
||||||
GD.Print($"Generating level ({sizeX}:{sizeY})");
|
|
||||||
|
|
||||||
Resolution = new Vector2I(sizeX, sizeY);
|
Resolution = new Vector2I(sizeX, sizeY);
|
||||||
chunksX = main.ChunksPerAxis;
|
chunksPerX = main.ChunksPerAxis;
|
||||||
chunksY = main.ChunksPerAxis;
|
chunksPerY = main.ChunksPerAxis;
|
||||||
|
|
||||||
chunkResX = sizeX / chunksX;
|
chunkResX = sizeX / chunksPerX;
|
||||||
chunkResY = sizeY / chunksY;
|
chunkResY = sizeY / chunksPerY;
|
||||||
|
|
||||||
GD.Print($"{chunksX}x{chunksY} chunks. {chunkResX}:{chunkResY} res each.");
|
GD.Print($"Generating level ({sizeX}:{sizeY}) with {chunksPerX*chunksPerY} chunks ({chunkResX} * {chunkResY})");
|
||||||
|
|
||||||
image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
|
image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
|
||||||
|
|
||||||
chunks = new Chunk[chunksX, chunksY];
|
chunks = new Chunk[chunksPerX, chunksPerY];
|
||||||
|
int index = 0;
|
||||||
// create all chunks
|
// create all chunks
|
||||||
for (int x = 0; x < chunksX; x++) {
|
for (int x = 0; x < chunksPerX; x++) {
|
||||||
for (int y = 0; y < chunksY; y++) {
|
for (int y = 0; y < chunksPerY; y++) {
|
||||||
chunks[x, y] = new Chunk(chunkResX, chunkResY);
|
chunks[x, y] = new Chunk(chunkResX, chunkResY, index++);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// assign neighbors
|
// assign neighbors
|
||||||
for (int x = 0; x < chunksX; x++) {
|
for (int x = 0; x < chunksPerX; x++) {
|
||||||
for (int y = 0; y < chunksY; y++) {
|
for (int y = 0; y < chunksPerY; y++) {
|
||||||
|
|
||||||
if (y > 0) chunks[x, y].NeighborN = chunks[x, y-1];
|
if (y > 0) chunks[x, y].NeighborN = chunks[x, y-1];
|
||||||
if (y < chunksY-1) chunks[x, y].NeighborS = chunks[x, y+1];
|
if (y < chunksPerY-1) chunks[x, y].NeighborS = chunks[x, y+1];
|
||||||
|
|
||||||
if (x > 0) chunks[x, y].NeighborE = chunks[x-1, y];
|
if (x > 0) chunks[x, y].NeighborE = chunks[x-1, y];
|
||||||
if (x < chunksX-1) chunks[x, y].NeighborW = chunks[x+1, y];
|
if (x < chunksPerX-1) chunks[x, y].NeighborW = chunks[x+1, y];
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update() {
|
public void Update() {
|
||||||
|
MakeItRain();
|
||||||
|
|
||||||
foreach (Chunk c in chunks)
|
foreach (Chunk c in chunks)
|
||||||
c.Update();
|
c.Update();
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO!
|
public void SetRainAmount(float amount) {
|
||||||
private void MakeItRain(float rainAmount) {
|
rainAmount = amount;
|
||||||
// int rainDrops = (int)Math.Round(rainAmount);
|
}
|
||||||
//
|
|
||||||
// for (int i = 0; i <= rainDrops; i++) {
|
public void StartBenchmark() {
|
||||||
// if (GD.Randf() < rainAmount)
|
GD.Print("benchmark");
|
||||||
// WritePixel<Water>((int)(GD.Randi() % SizeX), 0, 1);
|
for (int x = 0; x < chunksPerX; x++) {
|
||||||
// }
|
for (int y = 0; y < chunksPerY; y++) {
|
||||||
|
WritePixel<Dirt>(x * chunkResX/2, y * chunkResY/2, 100);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Chunk[,] GetChunks() {
|
||||||
|
return chunks;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void MakeItRain() {
|
||||||
|
if (rainAmount < .1f) return;
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void WritePixel<T>(int x, int y, int size) {
|
public void WritePixel<T>(int x, int y, int size) {
|
||||||
chunks[x/chunkResX, y/chunkResY].WritePixel<T>(x % chunkResX, y % chunkResY, size);
|
int halfsize = size/2;
|
||||||
|
|
||||||
|
for (int i = -halfsize; i <= halfsize; i++) {
|
||||||
|
for (int j = 0; j < 1; j++) {
|
||||||
|
// for (int j = -halfsize; j <= halfsize; j++) {
|
||||||
|
// calculate in-chunk coordinates
|
||||||
|
int inChunkX = x % chunkResX;
|
||||||
|
int inChunkY = y % chunkResY;
|
||||||
|
int brushX = i;
|
||||||
|
int brushY = j;
|
||||||
|
|
||||||
|
// calculate chunk to write to
|
||||||
|
int chunkX = x/chunkResX;
|
||||||
|
if (inChunkX + i < 0) {
|
||||||
|
chunkX--;
|
||||||
|
// 320 -22
|
||||||
|
brushX = chunkResX + inChunkX + i;
|
||||||
|
inChunkX = chunkResX - inChunkX;
|
||||||
|
} else if (inChunkX + i >= chunkResX) {
|
||||||
|
chunkX++;
|
||||||
|
inChunkX = 0;
|
||||||
|
brushX = i % chunkResX;
|
||||||
|
}
|
||||||
|
inChunkX += brushX;
|
||||||
|
|
||||||
|
if (chunkX < 0 || chunkX >= chunksPerX) {
|
||||||
|
GD.PrintErr($"Trying to write out of bounds: {x}:{y}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int chunkY = y/chunkResY;
|
||||||
|
if (inChunkY + j < 0) {
|
||||||
|
chunkY--;
|
||||||
|
brushY = chunkResY - (inChunkY + j);
|
||||||
|
inChunkY = chunkResY - inChunkY;
|
||||||
|
} else if (inChunkY + j >= chunkResY) {
|
||||||
|
chunkY++;
|
||||||
|
inChunkY = 0;
|
||||||
|
brushY = j % chunkResY;
|
||||||
|
}
|
||||||
|
inChunkY += brushY;
|
||||||
|
|
||||||
|
if (chunkY < 0 || chunkY >= chunksPerY) {
|
||||||
|
GD.PrintErr($"Trying to write out of bounds: {x}:{y}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
chunks[chunkX, chunkY].WritePixel<T>(inChunkX, inChunkY);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public Image DrawLevel() {
|
public Image DrawLevel() {
|
||||||
for (int cx = 0; cx < chunksX; cx++) {
|
for (int cx = 0; cx < chunksPerX; cx++) {
|
||||||
for (int cy = 0; cy < chunksY; cy++) {
|
for (int cy = 0; cy < chunksPerY; cy++) {
|
||||||
|
|
||||||
for (int x = 0; x < chunkResX; x++) {
|
for (int x = 0; x < chunkResX; x++) {
|
||||||
for (int y = 0; y < chunkResY; y++) {
|
for (int y = 0; y < chunkResY; y++) {
|
||||||
|
// TODO: multithreading here! use Chunk.DrawLevel() and stitch images together
|
||||||
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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
1
Scripts/Level.cs.uid
Normal file
1
Scripts/Level.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://bkwbjagt8s01s
|
||||||
@@ -1,4 +1,3 @@
|
|||||||
using System.Reflection;
|
|
||||||
using FOU.Scripts;
|
using FOU.Scripts;
|
||||||
using FOU.Scripts.Elements;
|
using FOU.Scripts.Elements;
|
||||||
using Godot;
|
using Godot;
|
||||||
@@ -9,24 +8,31 @@ public partial class Main : Node2D {
|
|||||||
[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 = 0.01f;
|
[Export] public float RainAmount = 0;
|
||||||
|
|
||||||
public static Main Instance;
|
public static Main Instance;
|
||||||
|
public Level Level;
|
||||||
|
|
||||||
private TextureRect mLevelDrawer;
|
private TextureRect mLevelDrawer;
|
||||||
private Level mLevel;
|
private bool enableRain;
|
||||||
|
private float rainAmount;
|
||||||
|
|
||||||
public override void _Ready() {
|
public override void _Ready() {
|
||||||
mLevel = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution),
|
Level = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution),
|
||||||
(int)(GetViewportRect().Size.Y * TextureResolution));
|
(int)(GetViewportRect().Size.Y * TextureResolution));
|
||||||
|
Level.SetRainAmount(rainAmount);
|
||||||
mLevelDrawer = GetNode<TextureRect>("CanvasLayer/LevelDrawer");
|
mLevelDrawer = GetNode<TextureRect>("CanvasLayer/LevelDrawer");
|
||||||
|
|
||||||
Instance = this;
|
Instance = this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void _PhysicsProcess(double delta) {
|
||||||
|
base._PhysicsProcess(delta);
|
||||||
|
Level.Update();
|
||||||
|
}
|
||||||
|
|
||||||
public override void _Process(double delta) {
|
public override void _Process(double delta) {
|
||||||
mLevel.Update();
|
mLevelDrawer.Texture = ImageTexture.CreateFromImage(Level.DrawLevel());
|
||||||
mLevelDrawer.Texture = ImageTexture.CreateFromImage(mLevel.DrawLevel());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void _UnhandledInput(InputEvent @event) {
|
public override void _UnhandledInput(InputEvent @event) {
|
||||||
@@ -35,13 +41,15 @@ public partial class Main : Node2D {
|
|||||||
if (eventMouseButton.IsPressed()) {
|
if (eventMouseButton.IsPressed()) {
|
||||||
Vector2 mouse = GetViewport().GetMousePosition();
|
Vector2 mouse = GetViewport().GetMousePosition();
|
||||||
|
|
||||||
float mappedX = mouse.X / (GetViewportRect().Size.X / mLevel.Resolution.X);
|
float mappedX = mouse.X / (GetViewportRect().Size.X / Level.Resolution.X);
|
||||||
float mappedY = mouse.Y / (GetViewportRect().Size.Y / mLevel.Resolution.Y);
|
float mappedY = mouse.Y / (GetViewportRect().Size.Y / Level.Resolution.Y);
|
||||||
|
|
||||||
mLevel.WritePixel<Dirt>((int)mappedX, (int)mappedY, BrushSize);
|
Level.WritePixel<Dirt>((int)mappedX, (int)mappedY, BrushSize);
|
||||||
}
|
}
|
||||||
} else base._UnhandledInput(@event);
|
} else if (@event is InputEventKey keyEvent && keyEvent.Pressed) {
|
||||||
}
|
if (keyEvent.Keycode == Key.F9)
|
||||||
|
Level.StartBenchmark();
|
||||||
}
|
}
|
||||||
|
else base._UnhandledInput(@event);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
1
Scripts/Main.cs.uid
Normal file
1
Scripts/Main.cs.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://cmvvubxfvdca7
|
||||||
22
benchmark.txt
Normal file
22
benchmark.txt
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
# Benchmark
|
||||||
|
|
||||||
|
Start from editor not rider!
|
||||||
|
|
||||||
|
## Settings
|
||||||
|
|
||||||
|
- Texture Resolution: 0.5
|
||||||
|
- CHunks per Axis: 2
|
||||||
|
- Rain Amount: 0
|
||||||
|
|
||||||
|
## Measurements:
|
||||||
|
|
||||||
|
### original (no optimization):
|
||||||
|
|
||||||
|
- idle: 42 - 44 fps
|
||||||
|
- benchmark: 24 fps minimum
|
||||||
|
|
||||||
|
### performance-improvements (71db6513f22094e7dd67bd32c7ab86b326f9ad9e)
|
||||||
|
|
||||||
|
- idle before: 89
|
||||||
|
- benchmark: 33
|
||||||
|
- idle after: 75
|
||||||
@@ -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("4.2", "C#", "Forward Plus")
|
config/features=PackedStringArray("4.4", "C#", "Forward Plus")
|
||||||
config/icon="res://icon.svg"
|
config/icon="res://icon.svg"
|
||||||
|
|
||||||
[dotnet]
|
[dotnet]
|
||||||
|
|||||||
Reference in New Issue
Block a user