17 Commits

Author SHA1 Message Date
4220e94e38 improved overwrite 2025-06-28 14:35:16 +02:00
b0b5e95eda adjusted liquid behavior 2025-05-25 13:12:26 +02:00
7458d5749c imrpvoed water behavior 2025-05-05 20:10:02 +02:00
9a36418d23 activated activateneighbors experiment 2025-05-01 23:46:18 +02:00
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
a119e92bf6 fixed brush drawing across chunk borders 2025-04-27 15:16:10 +02:00
da3afd22fc fixed drawpixel optimization
minor class refactoring
2025-04-27 15:05:40 +02:00
8 changed files with 183 additions and 82 deletions

View File

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

View File

@@ -7,8 +7,8 @@
[node name="Main" type="Node2D"]
script = ExtResource("1_k1i8e")
BrushSize = 2
RainAmount = 1.0
DebugMode = true
BrushSize = 4
[node name="CanvasLayer" type="CanvasLayer" parent="."]
@@ -84,6 +84,6 @@ custom_minimum_size = Vector2(150, 0)
layout_mode = 2
size_flags_horizontal = 8
size_flags_vertical = 1
max_value = 5.0
max_value = 10.0
step = 0.01
value = 1.0

View File

@@ -13,7 +13,6 @@ public class Chunk {
public Chunk NeighborS = null;
public Chunk NeighborW = null;
private readonly Image image;
private readonly int sizeX;
private readonly int sizeY;
private readonly HashSet<Element> activeElements;
@@ -33,9 +32,6 @@ public class Chunk {
}
activeElements = new HashSet<Element>(sizeX * sizeY);
image = Image.CreateEmpty(sizeX, sizeY, false, Image.Format.Rgb8);
image.Fill(Colors.Black);
}
public void Update() {
@@ -54,14 +50,14 @@ public class Chunk {
if (toAddElements.Count > 0) {
foreach (Element addElement in toAddElements) {
activeElements.Add(addElement);
addElement.SetDebugColor(Colors.Green);
addElement.SetDebugColor(addElement.Color * 1.5f);
}
toAddElements.Clear();
}
}
public void SetElementActive(Element e, bool active) {
if (e.GetType() == typeof(Element) && active) return;
if (e.GetType() == typeof(Element)) return;
if (active) AddToChunk(e);
else RemoveFromChunk(e);
@@ -73,15 +69,16 @@ public class Chunk {
return;
}
// check if not empty and overwrite not allowed:
if (!Elements[x,y].IsEmpty() && !Main.Instance.AllowOverwrite)
return;
else if (!Elements[x,y].IsEmpty()) {
Elements[x, y].Chunk.RemoveFromChunk(Elements[x, y]);
}
Type type = typeof(T);
object o = Activator.CreateInstance(type, x, y, this);
// check if not empty:
if (Elements[x,y].GetType() != typeof(Element)) {
return;
}
Elements[x, y].Chunk.RemoveFromChunk(Elements[x, y]);
Elements[x, y] = o as Element;
Elements[x, y].Active = true;
}
@@ -90,10 +87,6 @@ public class Chunk {
return activeElements.Count;
}
public void Swap(Element what, Vector2I pos) {
Swap(what, Get(pos));
}
public Element Get(Vector2I pos) {
Element e = null;
@@ -129,6 +122,10 @@ public class Chunk {
return Get(pos)?.GetType() == typeof(Element);
}
public void Swap(Element what, Vector2I pos) {
Swap(what, Get(pos));
}
private void Swap(Element what, Element swapTo) {
if (what == null || swapTo == null) {
GD.PrintErr("Trying to swap null");
@@ -138,6 +135,9 @@ public class Chunk {
if (what.Chunk != swapTo.Chunk) {
what.Chunk.RemoveFromChunk(what);
swapTo.Chunk.AddToChunk(what);
swapTo.Chunk.RemoveFromChunk(swapTo);
what.Chunk.AddToChunk(swapTo);
}
Element temp = new Element(what);
@@ -152,8 +152,13 @@ public class Chunk {
what.Active = true;
what.Moved();
if (what.IsEmpty())
what.ActivateNeighbors();
swapTo.Active = true;
swapTo.Moved();
if (swapTo.IsEmpty())
swapTo.ActivateNeighbors();
}
public override string ToString() {

View File

@@ -2,49 +2,55 @@
namespace FOU.Scripts.Elements;
public class Element {
public class Element{
public Chunk Chunk;
public Vector2I Position;
public int Density;
protected int Density;
protected int DiffuseSpeed = 10;
protected Color color = Colors.Black;
protected const int MAX_DIFFUSE_SPEED = 100;
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 int lastMove = 0;
private const float MAX_COLOR_VARIANCE = 0.1f;
private bool active = false;
private bool wasMovedThisTick = false;
private bool markedForUpdate = true;
private int lastUpdate = -1;
private int lastMove = 0;
private Color originalColor;
public Element(Element e) {
Position = e.Position;
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, bool active = true) {
Position.X = x;
Position.Y = y;
Chunk = chunk;
lastMove = Engine.GetFramesDrawn();
Active = false;
wasMovedThisTick = true;
Chunk.SetElementActive(this, Active);
}
public bool Active {
get => active;
set {
if (active == value) return;
active = value;
Chunk.SetElementActive(this, value);
Moved();
if (active) {
Moved();
} else {
ResetColor();
}
}
}
@@ -58,9 +64,13 @@ public class Element {
public virtual bool Update() {
if (!Active) return false;
if (lastUpdate == Engine.GetFramesDrawn()) return false; // already updated this frame
lastUpdate = Engine.GetFramesDrawn();
int frame = Engine.GetFramesDrawn();
if (lastMove + STEPS_UNTIL_INACTIVE < frame)
Active = false;
if (lastUpdate == frame)
return false; // already updated this frame
lastUpdate = frame;
return true;
}
@@ -68,24 +78,7 @@ public class Element {
return $"{GetType()} {Position}[{Chunk.Index}] {active}";
}
protected virtual void Tick() {
Vector2I randomDirection = RandomDirectionDown();
wasMovedThisTick = false;
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 virtual void Tick() { }
protected Vector2I RandomDirectionDown() {
int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
@@ -94,6 +87,13 @@ public class Element {
+ (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) {
Color c = baseColor;
c.R += (GD.Randf() - 1) * MAX_COLOR_VARIANCE;
@@ -106,21 +106,48 @@ public class Element {
public void ResetColor() {
color = originalColor;
MarkForUpdate();
}
public void SetDebugColor(Color color) {
if (!Main.Instance.DebugMode) return;
this.color = color;
wasMovedThisTick = true;
}
public void Moved() {
lastMove = Engine.GetFramesDrawn();
wasMovedThisTick = true;
MarkForUpdate();
}
public bool WasMoved() {
return wasMovedThisTick;
public bool IsMarkedForUpdate() {
return markedForUpdate;
}
public void MarkForUpdate(bool mark = true) {
markedForUpdate = true;
}
public bool IsEmpty() {
return GetType() == typeof(Element);
}
public virtual void ActivateNeighbors() {
Element n = Chunk.Get(Position + Vector2I.Up);
if (n != null && !n.IsEmpty())
n.Active = true;
//
// Element e = Chunk.Get(Position + Vector2I.Right);
// if (e != null && !e.IsEmpty())
// e.Active = true;
//
// Element s = Chunk.Get(Position + Vector2I.Down);
// if (null != s && !s.IsEmpty())
// s.Active = true;
//
// Element w = Chunk.Get(Position + Vector2I.Left);
// if (null != w && !w.IsEmpty())
// w.Active = true;
}
}

View File

@@ -5,18 +5,19 @@ namespace FOU.Scripts.Elements;
public abstract class Liquid : Element {
public const int MAX_VERTICAL_SPREAD = 3;
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) {
MarkForUpdate();
}
public override bool Update() {
if (!base.Update()) return false;
if (lastMove + STEPS_UNTIL_INACTIVE < Engine.GetFramesDrawn()) Active = false;
Tick();
return true; // not necessarily end, subclasses could do some more things
}
protected override void Tick() {
protected virtual void Tick() {
Vector2I randomDirection = RandomDirectionDown();
if (randomDirection.Y != 0)
randomDirection *= Vector2I.Left * (int)(GD.Randi() % MAX_VERTICAL_SPREAD);
@@ -25,9 +26,34 @@ public abstract class Liquid : Element {
Chunk.Swap(this, Position + Vector2I.Down);
else if (Chunk.IsEmpty(Position + randomDirection))
Chunk.Swap(this, Position + Vector2I.Right * randomDirection);
Chunk.Swap(this, Position + randomDirection);
else if (Chunk.IsEmpty(Position + randomDirection * VERTICAL_OPPOSITE))
Chunk.Swap(this, Position + randomDirection * VERTICAL_OPPOSITE);
else if (Chunk.IsEmpty(Position + randomDirection))
Chunk.Swap(this, Position + Vector2I.Right * randomDirection * VERTICAL_OPPOSITE);
else if (Chunk.IsEmpty(Position + 1 * randomDirection))
Chunk.Swap(this, Position + 1 * randomDirection);
else if (Chunk.IsEmpty(Position - 1 * randomDirection * VERTICAL_OPPOSITE))
Chunk.Swap(this, Position - 1 * randomDirection * VERTICAL_OPPOSITE);
else if (Chunk.IsEmpty(Position + 2 * randomDirection))
Chunk.Swap(this, Position + 2 * randomDirection);
else if (Chunk.IsEmpty(Position - 2 * randomDirection * VERTICAL_OPPOSITE))
Chunk.Swap(this, Position - 2 * randomDirection * VERTICAL_OPPOSITE);
}
public override void ActivateNeighbors() {
Element n = Chunk.Get(Position + Vector2I.Up);
if (n != null && !n.IsEmpty())
n.Active = true;
// only activate liquids left or right
Element e = Chunk.Get(Position + Vector2I.Right);
if (e != null && e.GetType() == typeof(Liquid))
e.Active = true;
Element s = Chunk.Get(Position + Vector2I.Down);
if (null != s && s.GetType() == typeof(Liquid))
s.Active = true;
}
}

View File

@@ -3,14 +3,40 @@
namespace FOU.Scripts.Elements;
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) {
MarkForUpdate();
}
public override bool Update() {
if (!base.Update()) return false;
if (lastMove + STEPS_UNTIL_INACTIVE < Engine.GetFramesDrawn()) Active = false;
Tick();
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);
}
}

View File

@@ -30,7 +30,7 @@ public class Level {
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];
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);
}
}
}
@@ -113,28 +116,26 @@ 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;
@@ -147,6 +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() {
// 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())
image.SetPixel(cx*chunkResX + x, cy*chunkResY + y, chunks[cx, cy].Elements[x, y].Color);
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);
}
}
}
}

View File

@@ -4,18 +4,26 @@ using Godot;
public partial class Main : Node2D {
[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 +36,10 @@ 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());
}