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