WIP on master: 6e5d406
Decouple ParticleSimulation into separate class
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commit
a99e3f3839
@ -7,7 +7,7 @@
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script = ExtResource( 1 )
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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( 0.2, 0.2 )
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texture = ExtResource( 2 )
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[node name="Label" type="Label" parent="."]
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@ -1,4 +1,5 @@
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using Godot;
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using System;
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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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@ -21,11 +22,15 @@ namespace Particles
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private int _idCount = 0;
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private const int MaxParticles = 1200;
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private const int MaxParticles = 1000;
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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 NegativeHealthMultiplier = 1.5f;
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private const float ParticleCollisionRadius = 13f;
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private const float ParticleCollisionStrength = 2.5f;
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private const float ParticleCollisionResponse = 2f;
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public void Initialize()
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{
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for (var i = 0; i < MaxParticleTypes; i++)
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@ -57,9 +62,9 @@ namespace Particles
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}
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var position = particle.Position;
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particle.Velocity = particle.Velocity.Clamped(3f * 4f);
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particle.Velocity = particle.Velocity.Clamped(4f);
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position += particle.Velocity;
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particle.Velocity *= 0.855f; // friction
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particle.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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@ -70,7 +75,7 @@ namespace Particles
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position.y += ScreenSize.y;
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particle.AddAverageSpeedValue(particle.Position.DistanceTo(position));
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if (particle.AverageSpeed < 0.3f)
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if (particle.AverageSpeed < 0.15f)
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particle.Health -= HealthDelta * NegativeHealthMultiplier;
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else
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particle.Health += HealthDelta;
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@ -95,7 +100,7 @@ namespace Particles
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if (_particles.Count < MaxParticles)
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{
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if (GD.Randf() < 0.2f)
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if (GD.Randf() < 0.3f)
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{
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CreateRandomParticle();
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}
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@ -122,8 +127,8 @@ namespace Particles
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foreach (var type1 in _particleTypes)
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foreach(var type2 in _particleTypes)
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type1.AddRelationship(type2,
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new ParticleRelationshipProps(16, (float)GD.RandRange(20, 60),
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(float)GD.RandRange(-0.35 * 2, 0.35 * 2)));
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new ParticleRelationshipProps(ParticleCollisionRadius, (float)GD.RandRange(22, 50),
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(float)GD.RandRange(-0.3, 0.3)));
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}
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private void CreateRandomParticle()
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@ -185,19 +190,20 @@ namespace Particles
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continue;
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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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if (distanceSquared > (60f * 60f))
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if (distanceSquared > (50f * 50f))
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continue;
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var direction = particle1.Position.DirectionTo(position);
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if (distanceSquared < (70f * 70f))
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if (distanceSquared < (50f * 50f))
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closeCount++;
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// collision force
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float distance;
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if (distanceSquared < (16f * 16f))
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if (distanceSquared < (ParticleCollisionRadius * ParticleCollisionRadius))
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{
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distance = particle1.Position.DistanceTo(position);
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var collisionForce = 1f / (0.3f + Mathf.Pow(Mathf.E, -(distance - 11f))) - 1f / 0.3f;
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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 - ParticleCollisionRadius - 2f))) - 1f / 0.6f;
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particle1.Velocity += direction * collisionForce;
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}
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@ -207,9 +213,32 @@ namespace Particles
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distanceSquared <= props.MaxRadius * props.MaxRadius)
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{
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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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var mid = (props.MinRadius + props.MaxRadius) / 2f;
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float particleForce;
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if (props.Force > 0)
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{
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if (distance <= mid)
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{
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particleForce = 1f / ((1f / props.Force) + Mathf.Pow(Mathf.E, -4 * (distance - props.MinRadius - 1f)));
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}
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else
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{
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particleForce = 1f / ((1f / props.Force) + Mathf.Pow(Mathf.E, 4 * (distance - props.MaxRadius + 1f)));
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}
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}
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else
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{
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if (distance <= mid)
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{
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particleForce = -1f / ((-1f / props.Force) + Mathf.Pow(Mathf.E, -4 * (distance - props.MinRadius - 1f)));
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}
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else
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{
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particleForce = -1f / ((-1f / props.Force) + Mathf.Pow(Mathf.E, 4 * (distance - props.MaxRadius + 1f)));
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}
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}
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particle1.Velocity += direction * particleForce;
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}
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}
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