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7 Commits
performanc
...
abf948a310
| Author | SHA1 | Date | |
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| abf948a310 | |||
| 2cd6a757dc | |||
| 4ce265e722 | |||
| 572e02956c | |||
| de99d54ad6 | |||
| 2bcdeecb81 | |||
| 7b2845ee01 |
@@ -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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@@ -7,7 +7,6 @@
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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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@@ -18,6 +18,7 @@ public class Element {
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protected int lastMove = 0;
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private bool active = false;
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private bool wasMovedThisTick = false;
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private int lastUpdate = -1;
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private Color originalColor;
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@@ -33,6 +34,7 @@ public class Element {
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Chunk = chunk;
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lastMove = Engine.GetFramesDrawn();
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Active = false;
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wasMovedThisTick = true;
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}
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public bool Active {
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@@ -42,7 +44,7 @@ public class Element {
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active = value;
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Chunk.SetElementActive(this, value);
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// SetDebugColor(value, new Color(0.2f, 0.2f, 0.2f));
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Moved();
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}
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}
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@@ -68,6 +70,7 @@ public class Element {
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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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@@ -106,12 +109,18 @@ public class Element {
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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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}
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public bool WasMoved() {
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return wasMovedThisTick;
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}
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}
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@@ -69,7 +69,7 @@ public class Level {
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GD.Print("benchmark");
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for (int x = 0; x < chunksPerX; x++) {
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for (int y = 0; y < chunksPerY; y++) {
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WritePixel<Dirt>(x * chunkResX/2, y * chunkResY/2, 100);
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WritePixel<Dirt>((x * chunkResX) + chunkResX/2, (y * chunkResY) + chunkResY/2, 100);
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}
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}
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}
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@@ -92,64 +92,73 @@ public class Level {
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public void WritePixel<T>(int x, int y, int size) {
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int halfsize = size/2;
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int startPtX = x % chunkResX;
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int startPtY = y % chunkResY;
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for (int i = -halfsize; i <= halfsize; i++) {
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for (int j = 0; j < 1; j++) {
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// for (int j = -halfsize; j <= halfsize; j++) {
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for (int j = -halfsize; j <= halfsize; j++) {
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// calculate in-chunk coordinates
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int inChunkX = x % chunkResX;
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int inChunkY = y % chunkResY;
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int brushX = i;
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int brushY = j;
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int iteratorX = i;
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int iteratorY = j;
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int ptX = startPtX;
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int ptY = startPtY;
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// calculate chunk to write to
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int chunkX = x/chunkResX;
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if (inChunkX + i < 0) {
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chunkX--;
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// 320 -22
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brushX = chunkResX + inChunkX + i;
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inChunkX = chunkResX - inChunkX;
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} else if (inChunkX + i >= chunkResX) {
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chunkX++;
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inChunkX = 0;
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brushX = i % chunkResX;
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}
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inChunkX += brushX;
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if (chunkX < 0 || chunkX >= chunksPerX) {
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GD.PrintErr($"Trying to write out of bounds: {x}:{y}");
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return;
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// left of chunk
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if (startPtX + iteratorX < 0) {
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chunkX--;
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iteratorX = chunkResX + startPtX + iteratorX;
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ptX = startPtX + iteratorX;
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// right of chunk
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} else if (startPtX + iteratorX >= chunkResX) {
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chunkX++;
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ptX = startPtX + iteratorX - chunkResX;
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} else {
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ptX = startPtX + iteratorX;
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}
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int chunkY = y/chunkResY;
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if (inChunkY + j < 0) {
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// above chunk
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if (startPtY + iteratorY < 0) {
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chunkY--;
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brushY = chunkResY - (inChunkY + j);
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inChunkY = chunkResY - inChunkY;
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} else if (inChunkY + j >= chunkResY) {
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ptY = chunkResY + (startPtY + iteratorY);
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// left of chunk
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} else if (startPtY + iteratorY >= chunkResY) {
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chunkY++;
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inChunkY = 0;
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brushY = j % chunkResY;
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}
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inChunkY += brushY;
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if (chunkY < 0 || chunkY >= chunksPerY) {
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GD.PrintErr($"Trying to write out of bounds: {x}:{y}");
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return;
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ptY = iteratorY % chunkResY;
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} else {
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ptY = startPtY + iteratorY;
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}
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chunks[chunkX, chunkY].WritePixel<T>(inChunkX, inChunkY);
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// ignore everything outside
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if (chunkX < 0) continue;
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if (chunkX >= chunksPerX) continue;
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if (chunkY < 0) continue;
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if (chunkY >= chunksPerY) continue;
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chunks[chunkX, chunkY].WritePixel<T>(ptX, ptY);
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}
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}
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}
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public Image DrawLevel() {
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// chunk
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for (int cx = 0; cx < chunksPerX; cx++) {
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for (int cy = 0; cy < chunksPerY; cy++) {
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// pixel in chunk
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for (int x = 0; x < chunkResX; x++) {
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for (int y = 0; y < chunkResY; y++) {
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// TODO: multithreading here! use Chunk.DrawLevel() and stitch images together
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image.SetPixel(cx*chunkResX + x, cy*chunkResY + y, chunks[cx,cy].Elements[x, y].Color);
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if (chunks[cx, cy].Elements[x, y].WasMoved())
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image.SetPixel(cx*chunkResX + x, cy*chunkResY + y, chunks[cx, cy].Elements[x, y].Color);
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}
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}
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}
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@@ -3,7 +3,7 @@ using FOU.Scripts.Elements;
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using Godot;
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public partial class Main : Node2D {
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[Export] public bool DebugVisualization = false;
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[Export] public bool DebugMode = false;
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[Export] public int BrushSize = 5;
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[Export] public float TextureResolution = 0.5f;
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@@ -32,6 +32,7 @@ public partial class Main : Node2D {
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}
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public override void _Process(double delta) {
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mLevelDrawer.Texture?.Dispose();
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mLevelDrawer.Texture = ImageTexture.CreateFromImage(Level.DrawLevel());
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}
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