Screen wrapping
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22ae297532
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62
Main.cs
62
Main.cs
@ -1,3 +1,4 @@
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using System;
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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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@ -10,15 +11,16 @@ public class Main : Node2D
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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;
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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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public override void _Ready()
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{
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GD.Randomize();
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InitializeParticleTypes(12);
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InitializeParticleTypes(10);
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InitializeParticles(MaxParticles);
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}
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@ -83,7 +85,7 @@ public class Main : Node2D
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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 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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@ -100,14 +102,17 @@ public class Main : Node2D
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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 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]);
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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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@ -119,12 +124,22 @@ public class Main : Node2D
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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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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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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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@ -141,9 +156,11 @@ public class Main : Node2D
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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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@ -158,28 +175,31 @@ public class Main : Node2D
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var viewportRect = GetViewportRect();
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if (p1 == p2)
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continue;
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var distance = p1.Position.DistanceTo(p2.Position);
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if (distance > 60f)
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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(p2.Position);
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var direction = p1.Position.DirectionTo(position);
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var distance = 0f;
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if (distance < 70)
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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 (distance < 20)
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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 || !(distance >= props.MinRadius) || !(distance <= props.MaxRadius))
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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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@ -192,4 +212,18 @@ public class Main : Node2D
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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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