using System; using FOU.Scripts.Elements; using Godot; namespace FOU.Scripts; public class Chunk { public Element[,] Elements; public Chunk NeighborN = null; public Chunk NeighborE = null; public Chunk NeighborS = null; public Chunk NeighborW = null; private readonly Image image; private readonly int sizeX; private readonly int sizeY; private int frame; private Chunk _this; public Chunk(int x, int y) { _this = this; sizeX = x; sizeY = y; Elements = new Element[x, y]; for (int i = 0; i < sizeX; i++) { for (int j = 0; j < sizeY; j++) { Elements[i,j] = new Element(i, j, _this); } } image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8); image.Fill(Colors.Black); } public void Update() { for (int x = 0; x < sizeX; x++) { for (int y = 0; y < sizeY; y++) { if (Elements[x,y] != null) Elements[x,y].Update(frame); } } frame++; // TODO: enable rain again // MakeItRain(_main.RainAmount); } public void WritePixel(int x, int y, int size) { int halfsize = size/2; Type type = typeof(T); for (int i = -halfsize; i <= halfsize; i++) { for (int j = -halfsize; j <= halfsize; j++) { int X = Mathf.Clamp(x + i, 0, sizeX-1); int Y = Mathf.Clamp(y + j, 0, sizeY-1); object o = Activator.CreateInstance(type, X, Y, _this); if (Elements[X,Y].GetType() != type) Elements[X,Y] = o as Element; } } } public Image DrawLevel() { for (int x = 0; x < sizeX; x++) { for (int y = 0; y < sizeY; y++) { image.SetPixel(x,y, Elements[x,y].Color); } } return image; } public void Swap(Element what, Vector2I pos) { Swap(what, Get(pos)); } public Element Get(Vector2I pos) { if (pos.Y == 54) GD.Print("magic number"); if (pos.Y < 0) if (NeighborN != null) return NeighborN.Get(pos.X, NeighborN.sizeY + pos.Y); if (pos.Y >= sizeY) if (NeighborS != null) return NeighborS.Get(pos.X, sizeY - pos.Y); if (pos.X < 0) if (NeighborE != null) return NeighborE.Get(NeighborE.sizeX + pos.X, pos.Y); if (pos.X >= sizeX) if (NeighborW != null) return NeighborW.Get(sizeX - pos.X, pos.Y); return Get(pos.X, pos.Y); } private Element Get(int x, int y) { if (x < 0 || x >= sizeX) return null; if (y < 0 || y >= sizeY) return null; return Elements[x,y]; } public bool IsEmpty(Vector2I pos) { return Get(pos)?.GetType() == typeof(Element); } private void Swap(Element what, Element swapTo) { Element swap = new Element(what); GD.Print($"Swap: {what} -> {swapTo}"); if (swapTo.Position.Y == 0) GD.Print($""); if (what == null || swapTo == null) return; what.Position = swapTo.Position; what.Chunk = swapTo.Chunk; Elements[swapTo.Position.X, swapTo.Position.Y] = what; swapTo.Position = swap.Position; swapTo.Chunk = swap.Chunk; Elements[swap.Position.X, swap.Position.Y] = swapTo; what.Active = true; swapTo.Active = true; what.LastMove = frame; swapTo.LastMove = frame; } }