using System; using FOU.Scripts.Elements; using Godot; namespace FOU.Scripts; public class Level { public int SizeX; public int SizeY; private Image mImage; private int _frame; private Element[,] _elements; private Level _this; private Main _main; public Level(int x, int y, Main main) { GD.Print($"Generating level ({x}:{y})"); _this = this; _main = main; 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); } } mImage = Image.Create(SizeX, SizeY, false, Image.Format.Rgb8); mImage.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++; MakeItRain(_main.RainAmount); } private void MakeItRain(float rainAmount) { if (GD.Randf() < rainAmount) { WritePixel((int)(GD.Randi() % SizeX), 0, 1); } } 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++) { mImage.SetPixel(x,y, _elements[x,y].Color); } } return mImage; } private void Swap(Element what, Element swapTo) { Element swap = new Element(what); if (what == null || swapTo == null) return; what.Position = swapTo.Position; _elements[swapTo.Position.X, swapTo.Position.Y] = what; swapTo.Position = swap.Position; _elements[swap.Position.X, swap.Position.Y] = swapTo; what.Active = true; swapTo.Active = true; what.LastMove = _frame; swapTo.LastMove = _frame; } public void Swap(Element what, Vector2I pos) { Swap(what, Get(pos)); } public Element Get(Vector2I where) { if (where.X < 0 || where.X >= SizeX) return null; if (where.Y < 0 || where.Y >= SizeY) return null; return _elements[where.X, where.Y]; } public 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) { if (pos.X < 0 || pos.X >= SizeX) return false; if (pos.Y < 0 || pos.Y >= SizeY) return false; return Get(pos).GetType() == typeof(Element); } }