using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Godot; public class Main : Node2D { private const int ParticleScreenPadding = 16; private readonly List _particleTypes = new List(); private List _particles; private const int MaxParticles = 700; private const float HealthDelta = 0.002f; private const float PositiveHealthMultiplier = 2f; public override void _Ready() { GD.Randomize(); InitializeParticleTypes(12); InitializeParticles(MaxParticles); } public override void _Process(float delta) { if (Input.IsActionJustPressed("quit")) GetTree().Quit(); if (Input.IsActionJustPressed("reset")) GetTree().ReloadCurrentScene(); } public override void _PhysicsProcess(float delta) { UpdateParticles(); } 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); } foreach (var type1 in _particleTypes) foreach (var type2 in _particleTypes) type1.AddRelationship(type2, new ParticleRelationshipProps(20, (float) GD.RandRange(25, 60), (float) GD.RandRange(-0.33 * 2f, 0.35 * 2f))); } private void InitializeParticles(int nParticles) { var typeCount = 0; var particleScene = GD.Load("res://Particle.tscn"); for (var i = 0; i < nParticles; i++) { var particle = particleScene.Instance(); GetNode("Particles").AddChild(particle); particle.Position = GetRandomParticlePosition(); particle.Type = _particleTypes[typeCount]; particle.Health = 1f; if (typeCount < _particleTypes.Count - 1) typeCount++; else typeCount = 0; } } private void CreateParticle(ParticleType type) { var particleScene = GD.Load("res://Particle.tscn"); var particle = particleScene.Instance(); GetNode("Particles").AddChild(particle); particle.Position = GetRandomParticlePosition(); particle.Type = type; particle.Health = 1f; } private void CreateRandomParticle() { var randomIndex = (int)(GD.Randi() % _particleTypes.Count); var type = _particleTypes[randomIndex]; CreateParticle(type); } private Vector2 GetRandomParticlePosition() { var viewportRect = GetViewportRect(); var position = new Vector2( (float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding), (float) GD.RandRange(ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding)); return position; } private void UpdateParticles() { _particles = GetNode("Particles").GetChildren().Cast().ToList(); var tasks = new Task[_particles.Count]; var viewportRect = GetViewportRect(); for (var i = 0; i < _particles.Count; i++) tasks[i] = Task.Factory.StartNew(UpdateParticle, _particles[i]); Task.WaitAll(tasks); var deletedParticle = false; foreach (var p in _particles) { if (deletedParticle == false && p.Health == 0f) { if (GD.Randf() < 0.2f) { p.Free(); deletedParticle = true; continue; } } var position = p.Position; p.Velocity = p.Velocity.Clamped(3f * 4f); position += p.Velocity; p.Velocity *= 0.875f; // friction position.x = Mathf.Clamp(position.x, ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding); position.y = Mathf.Clamp(position.y, ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding); p.AddAverageSpeedValue(p.Position.DistanceTo(position)); if (p.AverageSpeed < 0.3f) p.Health -= HealthDelta * 1.5f; else p.Health += HealthDelta; if (deletedParticle == false && p.Health == 0f) { if (GD.Randf() < 0.2f) { p.Free(); deletedParticle = true; continue; } } p.Position = position; } if (_particles.Count < MaxParticles) if (GD.Randf() < 0.3f) CreateRandomParticle(); } private void UpdateParticle(object particle) { var p1 = (Particle) particle; var closeCount = 0; foreach (var p2 in _particles) { var viewportRect = GetViewportRect(); if (p1 == p2) continue; var distance = p1.Position.DistanceTo(p2.Position); if (distance > 60f) continue; var direction = p1.Position.DirectionTo(p2.Position); if (distance < 70) { closeCount++; } // collision force if (distance < 20) { var collisionForce = 1f / (0.6f + Mathf.Pow(Mathf.E, -(distance - 12f))) - 1f / 0.6f; p1.Velocity += direction * collisionForce; } // particle relationship force var props = p1.Type.GetRelationship(p2.Type); if (props.Force == 0f || !(distance >= props.MinRadius) || !(distance <= props.MaxRadius)) continue; var slope = props.Force / ((props.MaxRadius - props.MinRadius) / 2f); var particleForce = -slope * Mathf.Abs(distance - (props.MinRadius + props.MaxRadius) / 2f) + props.Force; p1.Velocity += direction * particleForce; } if (closeCount < 3 || closeCount > 35) p1.Health -= HealthDelta * 1.5f; else p1.Health += HealthDelta; } }