added ParticleType

This commit is contained in:
orosmatthew 2021-12-26 16:45:02 -05:00
parent 49d664e472
commit f0a8e7baeb
5 changed files with 74 additions and 12 deletions

30
Main.cs
View File

@ -1,11 +1,15 @@
using System.Collections.Generic;
using Godot;
public class Main : Node2D
{
private readonly List<ParticleType> _particleTypes = new List<ParticleType>();
public override void _Ready()
{
GD.Randomize();
InitializeParticles();
InitializeParticleTypes(5);
InitializeParticles(50);
}
public override void _Process(float delta)
@ -14,15 +18,33 @@ public class Main : Node2D
if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene();
}
private void InitializeParticles()
private void InitializeParticleTypes(int nTypes)
{
for (var i = 0; i < nTypes; i++)
{
var type = new ParticleType
{
Hue = (float) GD.RandRange(0, 1)
};
_particleTypes.Add(type);
}
}
private void InitializeParticles(int nParticles)
{
var typeCount = 0;
var particleScene = GD.Load<PackedScene>("res://Particle.tscn");
for (var i = 0; i < 50; i++)
for (var i = 0; i < nParticles; i++)
{
var particle = particleScene.Instance<Particle>();
GetNode<Node2D>("Particles").AddChild(particle);
particle.Position = GetRandomParticlePosition();
particle.Hue = (float) GD.RandRange(0, 1);
particle.Type = _particleTypes[typeCount];
if (typeCount < _particleTypes.Count - 1)
typeCount++;
else
typeCount = 0;
}
}

View File

@ -2,16 +2,16 @@ using Godot;
public class Particle : Node2D
{
private float _spriteHue;
private Sprite _spriteNode;
private ParticleType _type;
public float Hue
public ParticleType Type
{
get => _spriteHue;
get => _type;
set
{
_spriteHue = Mathf.Clamp(value, 0, 1);
_spriteNode.Modulate = Color.FromHsv(_spriteHue, 1, 1);
_type = value;
_spriteNode.Modulate = Color.FromHsv(_type.Hue, 1, 1);
}
}

38
ParticleType.cs Normal file
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@ -0,0 +1,38 @@
using System.Collections.Generic;
using Godot;
public struct ParticleRelationshipProps
{
public ParticleRelationshipProps(float minRadius, float maxRadius, float force)
{
MinRadius = minRadius;
MaxRadius = maxRadius;
Force = force;
}
public float MinRadius { get; }
public float MaxRadius { get; }
public float Force { get; }
}
public class ParticleType
{
private float _hue;
private readonly Dictionary<ParticleType, ParticleRelationshipProps> _particleRelationships =
new Dictionary<ParticleType, ParticleRelationshipProps>();
public float Hue
{
get => _hue;
set => _hue = Mathf.Clamp(value, 0, 1);
}
public void AddRelationship(ParticleType type, float minRadius, float maxRadius, float force)
{
if (_particleRelationships.ContainsKey(type))
return;
var props = new ParticleRelationshipProps(minRadius, maxRadius, force);
_particleRelationships[type] = props;
}
}

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@ -0,0 +1,2 @@
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