particles/Main.cs

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6.3 KiB
C#
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Godot;
public class Main : Node2D
{
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private const int ParticleScreenPadding = 16;
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private readonly List<ParticleType> _particleTypes = new List<ParticleType>();
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private List<Particle> _particles;
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private const int MaxParticles = 700;
private const float HealthDelta = 0.002f;
private const float PositiveHealthMultiplier = 2f;
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public override void _Ready()
{
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GD.Randomize();
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InitializeParticleTypes(12);
InitializeParticles(MaxParticles);
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}
public override void _Process(float delta)
{
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if (Input.IsActionJustPressed("quit")) GetTree().Quit();
if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene();
}
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public override void _PhysicsProcess(float delta)
{
UpdateParticles();
}
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private void InitializeParticleTypes(int nTypes)
{
for (var i = 0; i < nTypes; i++)
{
var type = new ParticleType
{
Hue = (float) GD.RandRange(0, 1)
};
_particleTypes.Add(type);
}
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foreach (var type1 in _particleTypes)
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foreach (var type2 in _particleTypes)
type1.AddRelationship(type2,
new ParticleRelationshipProps(20, (float) GD.RandRange(25, 60),
(float) GD.RandRange(-0.33 * 2f, 0.35 * 2f)));
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}
private void InitializeParticles(int nParticles)
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{
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var typeCount = 0;
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var particleScene = GD.Load<PackedScene>("res://Particle.tscn");
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for (var i = 0; i < nParticles; i++)
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{
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var particle = particleScene.Instance<Particle>();
GetNode<Node2D>("Particles").AddChild(particle);
particle.Position = GetRandomParticlePosition();
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particle.Type = _particleTypes[typeCount];
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particle.Health = 1f;
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if (typeCount < _particleTypes.Count - 1)
typeCount++;
else
typeCount = 0;
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}
}
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private void CreateParticle(ParticleType type)
{
var particleScene = GD.Load<PackedScene>("res://Particle.tscn");
var particle = particleScene.Instance<Particle>();
GetNode<Node2D>("Particles").AddChild(particle);
particle.Position = GetRandomParticlePosition();
particle.Type = type;
particle.Health = 1f;
}
private void CreateRandomParticle()
{
var randomIndex = (int)(GD.Randi() % _particleTypes.Count);
var type = _particleTypes[randomIndex];
CreateParticle(type);
}
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private Vector2 GetRandomParticlePosition()
{
var viewportRect = GetViewportRect();
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var position = new Vector2(
(float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding),
(float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding));
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return position;
}
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private void UpdateParticles()
{
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_particles = GetNode<Node2D>("Particles").GetChildren().Cast<Particle>().ToList();
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var tasks = new Task[_particles.Count];
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var viewportRect = GetViewportRect();
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for (var i = 0; i < _particles.Count; i++) tasks[i] = Task.Factory.StartNew(UpdateParticle, _particles[i]);
Task.WaitAll(tasks);
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var deletedParticle = false;
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foreach (var p in _particles)
{
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if (deletedParticle == false && p.Health == 0f)
{
if (GD.Randf() < 0.2f)
{
p.Free();
deletedParticle = true;
continue;
}
}
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var position = p.Position;
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p.Velocity = p.Velocity.Clamped(3f * 4f);
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position += p.Velocity;
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p.Velocity *= 0.875f; // friction
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position.x = Mathf.Clamp(position.x, ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding);
position.y = Mathf.Clamp(position.y, ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding);
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p.AddAverageSpeedValue(p.Position.DistanceTo(position));
if (p.AverageSpeed < 0.3f)
p.Health -= HealthDelta * 1.5f;
else
p.Health += HealthDelta;
if (deletedParticle == false && p.Health == 0f)
{
if (GD.Randf() < 0.2f)
{
p.Free();
deletedParticle = true;
continue;
}
}
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p.Position = position;
}
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if (_particles.Count < MaxParticles)
if (GD.Randf() < 0.3f)
CreateRandomParticle();
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}
private void UpdateParticle(object particle)
{
var p1 = (Particle) particle;
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var closeCount = 0;
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foreach (var p2 in _particles)
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{
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var viewportRect = GetViewportRect();
if (p1 == p2)
continue;
var distance = p1.Position.DistanceTo(p2.Position);
if (distance > 60f)
continue;
var direction = p1.Position.DirectionTo(p2.Position);
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if (distance < 70)
{
closeCount++;
}
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// collision force
if (distance < 20)
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{
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var collisionForce = 1f / (0.6f + Mathf.Pow(Mathf.E, -(distance - 12f))) - 1f / 0.6f;
p1.Velocity += direction * collisionForce;
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}
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// particle relationship force
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var props = p1.Type.GetRelationship(p2.Type);
if (props.Force == 0f || !(distance >= props.MinRadius) || !(distance <= props.MaxRadius))
continue;
var slope = props.Force / ((props.MaxRadius - props.MinRadius) / 2f);
var particleForce = -slope * Mathf.Abs(distance - (props.MinRadius + props.MaxRadius) / 2f) +
props.Force;
p1.Velocity += direction * particleForce;
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}
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if (closeCount < 3 || closeCount > 35)
p1.Health -= HealthDelta * 1.5f;
else
p1.Health += HealthDelta;
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}
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}