Decouple ParticleSimulation into separate class
This commit is contained in:
parent
8406578b80
commit
6e5d40614c
229
Main.cs
229
Main.cs
@ -3,26 +3,26 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using Godot;
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using Godot;
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using Particles;
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public class Main : Node2D
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public class Main : Node2D
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{
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{
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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 = 600;
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private const float HealthDelta = 0.002f;
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private const float PositiveHealthMultiplier = 2f;
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private Task[] tasks = new Task[MaxParticles];
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private ParticleSimulation _particleSimulation;
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private Node2D _particleNodes;
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public override void _Ready()
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public override void _Ready()
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{
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{
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_particleNodes = GetNode<Node2D>("ParticlesNodes");
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GD.Randomize();
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GD.Randomize();
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InitializeParticleTypes(10);
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_particleSimulation = new ParticleSimulation
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InitializeParticles(MaxParticles);
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{
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ScreenSize = GetViewportRect().Size
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};
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_particleSimulation.Initialize();
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foreach (var id in _particleSimulation.LastParticlesAdded)
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{
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CreateParticleNode(id);
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}
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}
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}
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public override void _Process(float delta)
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public override void _Process(float delta)
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@ -33,197 +33,32 @@ public class Main : Node2D
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public override void _PhysicsProcess(float delta)
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public override void _PhysicsProcess(float delta)
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{
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{
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UpdateParticles();
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_particleSimulation.Update();
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}
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foreach (var id in _particleSimulation.LastParticlesRemoved)
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private void InitializeParticleTypes(int nTypes)
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{
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for (var i = 0; i < nTypes; i++)
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{
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{
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var type = new ParticleType
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var particleNode = _particleNodes.GetNode<ParticleNode>(id.ToString());
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{
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particleNode.Free();
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Hue = (float) GD.RandRange(0, 1)
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}
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};
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foreach (var id in _particleSimulation.LastParticlesAdded)
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_particleTypes.Add(type);
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{
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CreateParticleNode(id);
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}
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}
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foreach (var type1 in _particleTypes)
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var particleNodes = _particleNodes.GetChildren();
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foreach (var type2 in _particleTypes)
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foreach (ParticleNode particleNode in particleNodes)
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type1.AddRelationship(type2,
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new ParticleRelationshipProps(20, (float) GD.RandRange(25, 60),
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(float) GD.RandRange(-0.33 * 2f, 0.35 * 2f)));
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}
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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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{
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var particle = particleScene.Instance<Particle>();
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var simulationParticle = _particleSimulation.GetParticle(particleNode.SimulationId);
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GetNode<Node2D>("Particles").AddChild(particle);
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particleNode.Position = simulationParticle.Position;
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particle.Position = GetRandomParticlePosition();
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particleNode.SetColor(simulationParticle.Type.Hue, simulationParticle.Health);
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particle.Type = _particleTypes[typeCount];
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particle.Health = 1f;
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if (typeCount < _particleTypes.Count - 1)
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typeCount++;
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else
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typeCount = 0;
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}
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}
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}
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}
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private void CreateParticle(ParticleType type)
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private void CreateParticleNode(int id)
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{
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{
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var particleScene = GD.Load<PackedScene>("res://Particle.tscn");
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var particleScene = GD.Load<PackedScene>("res://ParticleNode.tscn");
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var particle = particleScene.Instance<Particle>();
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var particleNode = particleScene.Instance<ParticleNode>();
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GetNode<Node2D>("Particles").AddChild(particle);
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particleNode.Name = id.ToString();
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particle.Position = GetRandomParticlePosition();
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particleNode.SimulationId = id;
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particle.Type = type;
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_particleNodes.AddChild(particleNode);
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particle.Health = 1f;
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}
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private void CreateRandomParticle()
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{
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var randomIndex = (int) (GD.Randi() % _particleTypes.Count);
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var type = _particleTypes[randomIndex];
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CreateParticle(type);
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}
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private Vector2 GetRandomParticlePosition()
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{
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var viewportRect = GetViewportRect();
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var position = new Vector2(
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(float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding),
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(float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding));
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return position;
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}
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private void UpdateParticles()
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{
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_particles = GetNode<Node2D>("Particles").GetChildren().Cast<Particle>().ToList();
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var viewportRect = GetViewportRect();
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Array.Resize(ref tasks, _particles.Count);
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for (int i = 0; i < _particles.Count; i++)
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tasks[i] = Task.Factory.StartNew(UpdateParticle, _particles[i]);
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Task.WaitAll(tasks);
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var deletedParticle = false;
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foreach (var p in _particles)
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{
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if (deletedParticle == false && p.Health == 0f)
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{
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if (GD.Randf() < 0.2f)
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{
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p.Free();
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deletedParticle = true;
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continue;
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}
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}
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var screenSize = viewportRect.Size;
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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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if (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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position.x += screenSize.x;
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if (position.y > screenSize.y)
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position.y -= screenSize.y;
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else if (position.y < 0)
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position.y += screenSize.y;
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//position.x = Mathf.Clamp(position.x, ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding);
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//position.y = Mathf.Clamp(position.y, ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding);
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p.AddAverageSpeedValue(p.Position.DistanceTo(position));
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if (p.AverageSpeed < 0.3f)
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p.Health -= HealthDelta * 1.5f;
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else
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p.Health += HealthDelta;
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if (deletedParticle == false && p.Health == 0f)
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{
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if (GD.Randf() < 0.2f)
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{
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p.Free();
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deletedParticle = true;
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continue;
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}
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}
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p.Position = position;
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}
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if (_particles.Count < MaxParticles)
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if (GD.Randf() < 0.3f)
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CreateRandomParticle();
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}
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private void UpdateParticle(object particle)
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{
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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();
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if (p1 == p2)
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continue;
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var position = GetScreenWrapPosition(viewportRect.Size, p1.Position, p2.Position);
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var distanceSquared = p1.Position.DistanceSquaredTo(position);
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if (distanceSquared > (60f * 60f))
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continue;
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var direction = p1.Position.DirectionTo(position);
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var distance = 0f;
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if (distanceSquared < (70f * 70f))
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{
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closeCount++;
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}
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// collision force
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if (distanceSquared < (20f * 20f))
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{
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distance = p1.Position.DistanceTo(position);
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var collisionForce = 1f / (0.6f + Mathf.Pow(Mathf.E, -(distance - 12f))) - 1f / 0.6f;
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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);
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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 = p1.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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p1.Velocity += direction * particleForce;
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}
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if (closeCount < 3 || closeCount > 35)
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p1.Health -= HealthDelta * 1.5f;
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else
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p1.Health += HealthDelta;
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}
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private Vector2 GetScreenWrapPosition(Vector2 screenSize, Vector2 p1, Vector2 p2)
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{
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var newPosition = p2;
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if (p2.x > (p1.x + (screenSize.x / 2f)))
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newPosition.x = p2.x - screenSize.x;
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else if (p2.x < (p1.x - (screenSize.x / 2f)))
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newPosition.x = p2.x + screenSize.x;
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if (p2.y > (p1.y + (screenSize.y / 2f)))
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newPosition.y = p2.y - screenSize.y;
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else if (p2.y < (p1.y - (screenSize.y / 2f)))
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newPosition.y = p2.y + screenSize.y;
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return newPosition;
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}
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}
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}
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}
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@ -5,4 +5,4 @@
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[node name="Main" type="Node2D"]
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[node name="Main" type="Node2D"]
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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[node name="Particles" type="Node2D" parent="."]
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[node name="ParticlesNodes" type="Node2D" parent="."]
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49
Particle.cs
49
Particle.cs
@ -1,49 +0,0 @@
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using Godot;
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public class Particle : Node2D
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{
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private Sprite _spriteNode;
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private Label _labelNode;
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private ParticleType _type;
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private float _health = 0f;
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private float _averageSpeed = 1f;
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public Vector2 Velocity { get; set; }
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public float AverageSpeed { get => _averageSpeed; }
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public float Health
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{
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get => _health;
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set
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{
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_health = Mathf.Clamp(value, 0f, 1f);
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_spriteNode.Modulate = Color.FromHsv(_type.Hue, Health, 1);
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}
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}
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public ParticleType Type
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{
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get => _type;
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set
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{
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_type = value;
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_spriteNode.Modulate = Color.FromHsv(_type.Hue, Health, 1);
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}
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}
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public override void _Ready()
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{
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_spriteNode = GetNode<Sprite>("Sprite");
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_labelNode = GetNode<Label>("Label");
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}
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public void AddAverageSpeedValue(float speed)
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{
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_averageSpeed = (0.99f * _averageSpeed) + (0.01f * speed);
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}
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public void SetLabelText(string text)
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{
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_labelNode.Text = text;
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}
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}
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25
ParticleNode.cs
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25
ParticleNode.cs
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@ -0,0 +1,25 @@
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using Godot;
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public class ParticleNode : Node2D
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{
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private Sprite _spriteNode;
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private Label _labelNode;
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public int SimulationId;
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public override void _Ready()
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{
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_spriteNode = GetNode<Sprite>("Sprite");
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_labelNode = GetNode<Label>("Label");
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}
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public void SetLabelText(string text)
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{
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_labelNode.Text = text;
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}
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public void SetColor(float hue, float saturation)
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{
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_spriteNode.Modulate = Color.FromHsv(hue, saturation, 1);
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}
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}
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://textures/particle.png" type="Texture" id=1]
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[ext_resource path="res://ParticleNode.cs" type="Script" id=1]
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[ext_resource path="res://Particle.cs" type="Script" id=2]
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[ext_resource path="res://textures/particle.png" type="Texture" id=2]
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[node name="Particle" type="Node2D"]
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[node name="ParticleNode" type="Node2D"]
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script = ExtResource( 2 )
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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( 0.25, 0.25 )
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scale = Vector2( 0.25, 0.25 )
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texture = ExtResource( 1 )
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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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visible = false
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visible = false
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33
ParticleSimulation/Particle.cs
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33
ParticleSimulation/Particle.cs
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using Godot;
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namespace Particles
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{
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public class Particle
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{
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public Vector2 Position = new Vector2();
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public Vector2 Velocity = new Vector2();
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public ParticleType Type { get; }
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public float AverageSpeed { get; private set; } = 1f;
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public int Id { get; }
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public float Health
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{
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get => _health;
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set => _health = Mathf.Clamp(value, 0f, 1f);
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}
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private float _health = 1f;
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public Particle(int id, ParticleType type)
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{
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Id = id;
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Type = type;
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}
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public void AddAverageSpeedValue(float speed)
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{
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AverageSpeed = (0.99f * AverageSpeed) + (0.01f * speed);
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}
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}
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}
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225
ParticleSimulation/ParticleSimulation.cs
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225
ParticleSimulation/ParticleSimulation.cs
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using Godot;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Threading.Tasks;
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namespace Particles
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{
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public class ParticleSimulation
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{
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public Vector2 ScreenSize;
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||||||
|
private Dictionary<int, Particle> _particles = new Dictionary<int, Particle>();
|
||||||
|
|
||||||
|
private List<ParticleType> _particleTypes = new List<ParticleType>();
|
||||||
|
private Dictionary<ParticleType, int> _particleTypeCounts = new Dictionary<ParticleType, int>();
|
||||||
|
private List<Task> tasks = new List<Task>();
|
||||||
|
|
||||||
|
public List<int> LastParticlesAdded { get; private set; } = new List<int>();
|
||||||
|
public List<int> LastParticlesRemoved { get; private set; } = new List<int>();
|
||||||
|
|
||||||
|
private int _idCount = 0;
|
||||||
|
|
||||||
|
private const int MaxParticles = 1200;
|
||||||
|
private const int MaxParticleTypes = 10;
|
||||||
|
private const float HealthDelta = 0.002f;
|
||||||
|
private const float NegativeHealthMultiplier = 1.5f;
|
||||||
|
|
||||||
|
public void Initialize()
|
||||||
|
{
|
||||||
|
for (var i = 0; i < MaxParticleTypes; i++)
|
||||||
|
CreateRandomParticleType();
|
||||||
|
for (var i = 0; i < MaxParticles; i++)
|
||||||
|
CreateRandomParticle();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update()
|
||||||
|
{
|
||||||
|
LastParticlesRemoved.Clear();
|
||||||
|
LastParticlesAdded.Clear();
|
||||||
|
tasks.Clear();
|
||||||
|
foreach (var id in _particles.Keys)
|
||||||
|
tasks.Add(Task.Factory.StartNew(UpdateParticle, id));
|
||||||
|
Task.WaitAll(tasks.ToArray());
|
||||||
|
var deletedParticle = false;
|
||||||
|
foreach (var p in _particles)
|
||||||
|
{
|
||||||
|
var particle = p.Value;
|
||||||
|
if (deletedParticle == false && particle.Health == 0f)
|
||||||
|
{
|
||||||
|
if (GD.Randf() < 0.2f)
|
||||||
|
{
|
||||||
|
LastParticlesRemoved.Add(p.Key);
|
||||||
|
deletedParticle = true;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var position = particle.Position;
|
||||||
|
particle.Velocity = particle.Velocity.Clamped(3f * 4f);
|
||||||
|
position += particle.Velocity;
|
||||||
|
particle.Velocity *= 0.855f; // friction
|
||||||
|
if (position.x > ScreenSize.x)
|
||||||
|
position.x -= ScreenSize.x;
|
||||||
|
else if (position.x < 0)
|
||||||
|
position.x += ScreenSize.x;
|
||||||
|
if (position.y > ScreenSize.y)
|
||||||
|
position.y -= ScreenSize.y;
|
||||||
|
else if (position.y < 0)
|
||||||
|
position.y += ScreenSize.y;
|
||||||
|
particle.AddAverageSpeedValue(particle.Position.DistanceTo(position));
|
||||||
|
|
||||||
|
if (particle.AverageSpeed < 0.3f)
|
||||||
|
particle.Health -= HealthDelta * NegativeHealthMultiplier;
|
||||||
|
else
|
||||||
|
particle.Health += HealthDelta;
|
||||||
|
|
||||||
|
if (deletedParticle == false && particle.Health == 0f)
|
||||||
|
{
|
||||||
|
if (GD.Randf() < 0.2f)
|
||||||
|
{
|
||||||
|
LastParticlesRemoved.Add(p.Key);
|
||||||
|
deletedParticle = true;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
particle.Position = position;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var id in LastParticlesRemoved)
|
||||||
|
{
|
||||||
|
_particles.Remove(id);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_particles.Count < MaxParticles)
|
||||||
|
{
|
||||||
|
if (GD.Randf() < 0.2f)
|
||||||
|
{
|
||||||
|
CreateRandomParticle();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RemoveParticleType(ParticleType type)
|
||||||
|
{
|
||||||
|
_particleTypes.Remove(type);
|
||||||
|
foreach (var t in _particleTypes)
|
||||||
|
{
|
||||||
|
t.RemoveRelationship(type);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateRandomParticleType()
|
||||||
|
{
|
||||||
|
var type = new ParticleType()
|
||||||
|
{
|
||||||
|
Hue = (float) GD.RandRange(0, 1)
|
||||||
|
};
|
||||||
|
_particleTypes.Add(type);
|
||||||
|
_particleTypeCounts[type] = 0;
|
||||||
|
foreach (var type1 in _particleTypes)
|
||||||
|
foreach(var type2 in _particleTypes)
|
||||||
|
type1.AddRelationship(type2,
|
||||||
|
new ParticleRelationshipProps(16, (float)GD.RandRange(20, 60),
|
||||||
|
(float)GD.RandRange(-0.35 * 2, 0.35 * 2)));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateRandomParticle()
|
||||||
|
{
|
||||||
|
var randomIndex = (int) (GD.Randi() % _particleTypes.Count);
|
||||||
|
var type = _particleTypes[randomIndex];
|
||||||
|
CreateParticle(type);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateParticle(ParticleType type)
|
||||||
|
{
|
||||||
|
var particle = new Particle(_idCount, type)
|
||||||
|
{
|
||||||
|
Position = GetRandomParticlePosition(),
|
||||||
|
Health = 1f
|
||||||
|
};
|
||||||
|
LastParticlesAdded.Add(_idCount);
|
||||||
|
_particles.Add(_idCount, particle);
|
||||||
|
_idCount++;
|
||||||
|
_particleTypeCounts[type]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector2 GetRandomParticlePosition()
|
||||||
|
{
|
||||||
|
var position = new Vector2(
|
||||||
|
(float) GD.RandRange(0, ScreenSize.x),
|
||||||
|
(float) GD.RandRange(0, ScreenSize.y));
|
||||||
|
return position;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector2 GetScreenWrapPosition(Vector2 p1, Vector2 p2)
|
||||||
|
{
|
||||||
|
var newPosition = p2;
|
||||||
|
if (p2.x > (p1.x + (ScreenSize.x / 2f)))
|
||||||
|
newPosition.x = p2.x - ScreenSize.x;
|
||||||
|
else if (p2.x < (p1.x - (ScreenSize.x / 2f)))
|
||||||
|
newPosition.x = p2.x + ScreenSize.x;
|
||||||
|
if (p2.y > (p1.y + (ScreenSize.y / 2f)))
|
||||||
|
newPosition.y = p2.y - ScreenSize.y;
|
||||||
|
else if (p2.y < (p1.y - (ScreenSize.y / 2f)))
|
||||||
|
newPosition.y = p2.y + ScreenSize.y;
|
||||||
|
return newPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Particle GetParticle(int id)
|
||||||
|
{
|
||||||
|
return _particles[id];
|
||||||
|
}
|
||||||
|
|
||||||
|
private Task UpdateParticle(object i)
|
||||||
|
{
|
||||||
|
var id = (int)i;
|
||||||
|
var particle1 = _particles[id];
|
||||||
|
var closeCount = 0;
|
||||||
|
foreach (var p2 in _particles)
|
||||||
|
{
|
||||||
|
var particle2 = p2.Value;
|
||||||
|
if (particle1 == particle2)
|
||||||
|
continue;
|
||||||
|
var position = GetScreenWrapPosition(particle1.Position, particle2.Position);
|
||||||
|
var distanceSquared = particle1.Position.DistanceSquaredTo(position);
|
||||||
|
if (distanceSquared > (60f * 60f))
|
||||||
|
continue;
|
||||||
|
var direction = particle1.Position.DirectionTo(position);
|
||||||
|
|
||||||
|
if (distanceSquared < (70f * 70f))
|
||||||
|
closeCount++;
|
||||||
|
|
||||||
|
// collision force
|
||||||
|
float distance;
|
||||||
|
if (distanceSquared < (16f * 16f))
|
||||||
|
{
|
||||||
|
distance = particle1.Position.DistanceTo(position);
|
||||||
|
var collisionForce = 1f / (0.3f + Mathf.Pow(Mathf.E, -(distance - 11f))) - 1f / 0.3f;
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (closeCount < 4 || closeCount > 33)
|
||||||
|
particle1.Health -= HealthDelta * NegativeHealthMultiplier;
|
||||||
|
else
|
||||||
|
particle1.Health += HealthDelta;
|
||||||
|
|
||||||
|
return Task.CompletedTask;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -35,6 +35,12 @@ public class ParticleType
|
|||||||
_particleRelationships[type] = props;
|
_particleRelationships[type] = props;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void RemoveRelationship(ParticleType type)
|
||||||
|
{
|
||||||
|
if (_particleRelationships.ContainsKey(type))
|
||||||
|
_particleRelationships.Remove(type);
|
||||||
|
}
|
||||||
|
|
||||||
public ParticleRelationshipProps GetRelationship(ParticleType type)
|
public ParticleRelationshipProps GetRelationship(ParticleType type)
|
||||||
{
|
{
|
||||||
return _particleRelationships[type];
|
return _particleRelationships[type];
|
Loading…
Reference in New Issue
Block a user