using System; 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 = 600; private const float HealthDelta = 0.002f; private const float PositiveHealthMultiplier = 2f; private Task[] tasks = new Task[MaxParticles]; public override void _Ready() { GD.Randomize(); InitializeParticleTypes(10); 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 viewportRect = GetViewportRect(); Array.Resize(ref tasks, _particles.Count); for (int 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 screenSize = viewportRect.Size; var position = p.Position; p.Velocity = p.Velocity.Clamped(3f * 4f); position += p.Velocity; p.Velocity *= 0.875f; // friction if (position.x > screenSize.x) position.x -= screenSize.x; else if (position.x < 0) position.x += screenSize.x; if (position.y > screenSize.y) position.y -= screenSize.y; else if (position.y < 0) position.y += screenSize.y; //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 position = GetScreenWrapPosition(viewportRect.Size, p1.Position, p2.Position); var distanceSquared = p1.Position.DistanceSquaredTo(position); if (distanceSquared > (60f * 60f)) continue; var direction = p1.Position.DirectionTo(position); var distance = 0f; if (distanceSquared < (70f * 70f)) { closeCount++; } // collision force if (distanceSquared < (20f * 20f)) { distance = p1.Position.DistanceTo(position); 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 || !(distanceSquared >= props.MinRadius * props.MinRadius) || !(distanceSquared <= props.MaxRadius * props.MaxRadius)) continue; distance = p1.Position.DistanceTo(position); 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; } private Vector2 GetScreenWrapPosition(Vector2 screenSize, Vector2 p1, Vector2 p2) { var newPosition = p2; if (p2.x > (p1.x + (screenSize.x / 2f))) newPosition.x = p2.x - screenSize.x; else if (p2.x < (p1.x - (screenSize.x / 2f))) newPosition.x = p2.x + screenSize.x; if (p2.y > (p1.y + (screenSize.y / 2f))) newPosition.y = p2.y - screenSize.y; else if (p2.y < (p1.y - (screenSize.y / 2f))) newPosition.y = p2.y + screenSize.y; return newPosition; } }