82 lines
2.3 KiB
C#
82 lines
2.3 KiB
C#
using Godot;
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namespace FOU.Scripts.Elements;
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public class Element {
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public Color Color = Colors.Black;
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public Vector2I Position;
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public int Density;
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public int DiffuseSpeed = 10;
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public const int MAX_DIFFUSE_SPEED = 100;
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protected readonly float MaxColorVariance = 0.1f;
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protected readonly Level Level;
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private int lastUpdate = -1;
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public Element(Element e) {
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Position = e.Position;
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Level = e.Level;
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}
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public Element(int x, int y, Level level) {
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Position.X = x;
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Position.Y = y;
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Level = level;
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}
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/// <summary>
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/// base update method, checks if anything is to do at all
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/// </summary>
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/// <param name="currentFrame"></param>
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/// <returns>false if there is nothing to do</returns>
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public virtual bool Update(int currentFrame) {
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if (lastUpdate == currentFrame) return false; // already updated this frame
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lastUpdate = currentFrame;
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return true;
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}
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public override string ToString() {
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return $"{GetType()} {Position}";
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}
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protected virtual void Tick() {
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Vector2I randomDirection = RandomDirectionDown();
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if (Level.IsEmpty(Position + Vector2I.Down)) {
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Level.Swap(this, Position + Vector2I.Down);
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} else if (Level.IsEmpty(Position + randomDirection)) {
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Level.Swap(this, Position + randomDirection);
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} else if (Level.IsEmpty(Position + randomDirection * -Vector2I.Left)) {
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Level.Swap(this, Position + randomDirection * -1);
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}
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if (GD.Randi() % 100 > DiffuseSpeed) return; // ascend slower
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if (Level.Get(Position + randomDirection)?.Density < Density)
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Level.Swap(this, Position + Vector2I.Down);
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}
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protected Vector2I RandomDirectionDown() {
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int randomDirection = GD.Randi() % 2 != 0 ? 1 : -1;
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return Vector2I.Down
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// maybe also side
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+ (GD.Randi() % 2 != 0 ? Vector2I.Zero : Vector2I.Right * randomDirection);
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}
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protected Color AddColorVariance(Color baseColor) {
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Color c = baseColor;
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c.R += (GD.Randf() - 1) * MaxColorVariance;
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c.G += (GD.Randf() - 1) * MaxColorVariance;
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c.B += (GD.Randf() - 1) * MaxColorVariance;
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return c;
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}
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}
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