added ParticleType
This commit is contained in:
parent
49d664e472
commit
f0a8e7baeb
30
Main.cs
30
Main.cs
@ -1,11 +1,15 @@
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using System.Collections.Generic;
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using Godot;
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using Godot;
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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 readonly List<ParticleType> _particleTypes = new List<ParticleType>();
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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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GD.Randomize();
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GD.Randomize();
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InitializeParticles();
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InitializeParticleTypes(5);
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InitializeParticles(50);
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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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@ -14,15 +18,33 @@ public class Main : Node2D
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if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene();
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if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene();
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}
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}
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private void InitializeParticles()
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private void InitializeParticleTypes(int nTypes)
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{
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{
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for (var i = 0; i < nTypes; i++)
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{
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var type = new ParticleType
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{
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Hue = (float) GD.RandRange(0, 1)
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};
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_particleTypes.Add(type);
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}
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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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var particleScene = GD.Load<PackedScene>("res://Particle.tscn");
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for (var i = 0; i < 50; i++)
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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 particle = particleScene.Instance<Particle>();
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GetNode<Node2D>("Particles").AddChild(particle);
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GetNode<Node2D>("Particles").AddChild(particle);
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particle.Position = GetRandomParticlePosition();
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particle.Position = GetRandomParticlePosition();
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particle.Hue = (float) GD.RandRange(0, 1);
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particle.Type = _particleTypes[typeCount];
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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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10
Particle.cs
10
Particle.cs
@ -2,16 +2,16 @@ using Godot;
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public class Particle : Node2D
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public class Particle : Node2D
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{
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{
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private float _spriteHue;
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private Sprite _spriteNode;
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private Sprite _spriteNode;
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private ParticleType _type;
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public float Hue
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public ParticleType Type
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{
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{
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get => _spriteHue;
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get => _type;
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set
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set
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{
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{
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_spriteHue = Mathf.Clamp(value, 0, 1);
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_type = value;
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_spriteNode.Modulate = Color.FromHsv(_spriteHue, 1, 1);
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_spriteNode.Modulate = Color.FromHsv(_type.Hue, 1, 1);
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}
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}
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}
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}
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38
ParticleType.cs
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38
ParticleType.cs
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@ -0,0 +1,38 @@
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using System.Collections.Generic;
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using Godot;
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public struct ParticleRelationshipProps
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{
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public ParticleRelationshipProps(float minRadius, float maxRadius, float force)
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{
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MinRadius = minRadius;
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MaxRadius = maxRadius;
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Force = force;
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}
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public float MinRadius { get; }
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public float MaxRadius { get; }
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public float Force { get; }
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}
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public class ParticleType
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{
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private float _hue;
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private readonly Dictionary<ParticleType, ParticleRelationshipProps> _particleRelationships =
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new Dictionary<ParticleType, ParticleRelationshipProps>();
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public float Hue
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{
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get => _hue;
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set => _hue = Mathf.Clamp(value, 0, 1);
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}
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public void AddRelationship(ParticleType type, float minRadius, float maxRadius, float force)
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{
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if (_particleRelationships.ContainsKey(type))
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return;
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var props = new ParticleRelationshipProps(minRadius, maxRadius, force);
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_particleRelationships[type] = props;
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}
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}
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2
Particles.sln.DotSettings.user
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2
Particles.sln.DotSettings.user
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@ -0,0 +1,2 @@
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<s:String x:Key="/Default/CodeInspection/PencilsConfiguration/ActualSeverity/@EntryValue">INFO</s:String></wpf:ResourceDictionary>
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