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