index on (no branch): a99e3f3
WIP on master: 6e5d406
Decouple ParticleSimulation into separate class
This commit is contained in:
parent
a99e3f3839
commit
2efdd0edec
2
Main.cs
2
Main.cs
@ -16,7 +16,7 @@ public class Main : Node2D
|
||||
GD.Randomize();
|
||||
_particleSimulation = new ParticleSimulation
|
||||
{
|
||||
ScreenSize = GetViewportRect().Size
|
||||
ScreenSize = GetViewportRect().Size * 1.25f
|
||||
};
|
||||
_particleSimulation.Initialize();
|
||||
foreach (var id in _particleSimulation.LastParticlesAdded)
|
||||
|
@ -6,3 +6,8 @@
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="ParticlesNodes" type="Node2D" parent="."]
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="."]
|
||||
anchor_mode = 0
|
||||
current = true
|
||||
zoom = Vector2( 1.25, 1.25 )
|
||||
|
@ -7,7 +7,7 @@
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="."]
|
||||
scale = Vector2( 0.2, 0.2 )
|
||||
scale = Vector2( 0.25, 0.25 )
|
||||
texture = ExtResource( 2 )
|
||||
|
||||
[node name="Label" type="Label" parent="."]
|
||||
|
@ -24,10 +24,10 @@ namespace Particles
|
||||
|
||||
private const int MaxParticles = 1000;
|
||||
private const int MaxParticleTypes = 10;
|
||||
private const float HealthDelta = 0.002f;
|
||||
private const float NegativeHealthMultiplier = 1.5f;
|
||||
private const float HealthDelta = 0.0085f;
|
||||
private const float NegativeHealthMultiplier = 0.25f;
|
||||
|
||||
private const float ParticleCollisionRadius = 13f;
|
||||
private const float ParticleCollisionRadius = 20f;
|
||||
private const float ParticleCollisionStrength = 2.5f;
|
||||
private const float ParticleCollisionResponse = 2f;
|
||||
|
||||
@ -62,9 +62,9 @@ namespace Particles
|
||||
}
|
||||
|
||||
var position = particle.Position;
|
||||
particle.Velocity = particle.Velocity.Clamped(4f);
|
||||
particle.Velocity = particle.Velocity.Clamped(5f);
|
||||
position += particle.Velocity;
|
||||
particle.Velocity *= 0.875f; // friction
|
||||
particle.Velocity *= 0.855f; // friction
|
||||
if (position.x > ScreenSize.x)
|
||||
position.x -= ScreenSize.x;
|
||||
else if (position.x < 0)
|
||||
@ -74,12 +74,12 @@ namespace Particles
|
||||
else if (position.y < 0)
|
||||
position.y += ScreenSize.y;
|
||||
particle.AddAverageSpeedValue(particle.Position.DistanceTo(position));
|
||||
|
||||
if (particle.AverageSpeed < 0.15f)
|
||||
/*
|
||||
if (particle.AverageSpeed < 0.3f)
|
||||
particle.Health -= HealthDelta * NegativeHealthMultiplier;
|
||||
else
|
||||
particle.Health += HealthDelta;
|
||||
|
||||
*/
|
||||
if (deletedParticle == false && particle.Health == 0f)
|
||||
{
|
||||
if (GD.Randf() < 0.2f)
|
||||
@ -89,10 +89,10 @@ namespace Particles
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
particle.Position = position;
|
||||
}
|
||||
|
||||
|
||||
foreach (var id in LastParticlesRemoved)
|
||||
{
|
||||
_particles.Remove(id);
|
||||
@ -100,7 +100,8 @@ namespace Particles
|
||||
|
||||
if (_particles.Count < MaxParticles)
|
||||
{
|
||||
if (GD.Randf() < 0.3f)
|
||||
var value = 2f * (1f / (_particles.Count / (float)MaxParticles));
|
||||
if (GD.Randf() < (0.3f * value))
|
||||
{
|
||||
CreateRandomParticle();
|
||||
}
|
||||
@ -127,8 +128,8 @@ namespace Particles
|
||||
foreach (var type1 in _particleTypes)
|
||||
foreach(var type2 in _particleTypes)
|
||||
type1.AddRelationship(type2,
|
||||
new ParticleRelationshipProps(ParticleCollisionRadius, (float)GD.RandRange(22, 50),
|
||||
(float)GD.RandRange(-0.3, 0.3)));
|
||||
new ParticleRelationshipProps(ParticleCollisionRadius, (float)GD.RandRange(25, 55),
|
||||
(float)GD.RandRange(-0.6, 0.7)));
|
||||
}
|
||||
|
||||
private void CreateRandomParticle()
|
||||
@ -190,11 +191,11 @@ namespace Particles
|
||||
continue;
|
||||
var position = GetScreenWrapPosition(particle1.Position, particle2.Position);
|
||||
var distanceSquared = particle1.Position.DistanceSquaredTo(position);
|
||||
if (distanceSquared > (50f * 50f))
|
||||
if (distanceSquared > (55f * 55f))
|
||||
continue;
|
||||
var direction = particle1.Position.DirectionTo(position);
|
||||
|
||||
if (distanceSquared < (50f * 50f))
|
||||
if (distanceSquared < (40f * 40f))
|
||||
closeCount++;
|
||||
|
||||
// collision force
|
||||
@ -202,12 +203,21 @@ namespace Particles
|
||||
if (distanceSquared < (ParticleCollisionRadius * ParticleCollisionRadius))
|
||||
{
|
||||
distance = particle1.Position.DistanceTo(position);
|
||||
var collisionForce = 1f / ((1f / ParticleCollisionStrength) + Mathf.Pow(Mathf.E, -ParticleCollisionResponse * (distance - ParticleCollisionRadius + 3f))) - 1f / (1f / ParticleCollisionStrength);
|
||||
//var collisionForce = 1f / (0.6f + Mathf.Pow(Mathf.E, -(distance - ParticleCollisionRadius - 2f))) - 1f / 0.6f;
|
||||
var collisionForce = 1f / (0.6f + Mathf.Pow(Mathf.E, -(distance - 12f))) - 1f / 0.6f;
|
||||
particle1.Velocity += direction * collisionForce;
|
||||
}
|
||||
|
||||
// particle relationship force
|
||||
/*
|
||||
var props = particle1.Type.GetRelationship(particle2.Type);
|
||||
if (props.Force == 0f || !(distanceSquared >= props.MinRadius * props.MinRadius) || !(distanceSquared <= props.MaxRadius * props.MaxRadius))
|
||||
continue;
|
||||
distance = particle1.Position.DistanceTo(position);
|
||||
var slope = props.Force / ((props.MaxRadius - props.MinRadius) / 2f);
|
||||
var particleForce = -slope * Mathf.Abs(distance - (props.MinRadius + props.MaxRadius) / 2f) +
|
||||
props.Force;
|
||||
particle1.Velocity += direction * particleForce;
|
||||
*/
|
||||
var props = particle1.Type.GetRelationship(particle2.Type);
|
||||
if (props.Force != 0f && distanceSquared >= props.MinRadius * props.MinRadius &&
|
||||
distanceSquared <= props.MaxRadius * props.MaxRadius)
|
||||
@ -243,7 +253,7 @@ namespace Particles
|
||||
}
|
||||
}
|
||||
|
||||
if (closeCount < 4 || closeCount > 33)
|
||||
if (closeCount > 50)
|
||||
particle1.Health -= HealthDelta * NegativeHealthMultiplier;
|
||||
else
|
||||
particle1.Health += HealthDelta;
|
||||
|
Loading…
Reference in New Issue
Block a user