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6 Commits

Author SHA1 Message Date
Cat Flynn db3e3e7253 add tick clock and tick counter UI #4 2022-12-06 20:11:42 +00:00
Cat Flynn 0905515c11 extract struct to file 2022-12-06 19:51:12 +00:00
Cat Flynn 8d122b650f add cursor bounds check #3 2022-12-06 19:50:56 +00:00
Cat Flynn 4ddb3cebf6 toggle tiles with cursor #3 2022-12-06 19:15:38 +00:00
Cat Flynn 318aa1486f grid with gradient #3 2022-12-06 19:15:07 +00:00
Cat Flynn 02e2928d7e move default resources #3 2022-12-06 19:14:27 +00:00
6 changed files with 25 additions and 90 deletions

View File

@ -4,6 +4,6 @@
[resource]
shader = ExtResource( 1 )
shader_param/lowColor = Color( 1, 0.960784, 0, 1 )
shader_param/highColor = Color( 0.921569, 0, 1, 1 )
shader_param/t = null
shader_param/baseColor = Color( 0.992157, 1, 0, 1 )
shader_param/highlightColor = Color( 1, 0, 0.984314, 1 )
shader_param/isHighlighted = 0

View File

@ -5,6 +5,6 @@
[resource]
resource_local_to_scene = true
shader = ExtResource( 1 )
shader_param/lowColor = Color( 0, 0, 0, 1 )
shader_param/highColor = Color( 1, 0.560784, 0, 1 )
shader_param/t = null
shader_param/baseColor = Color( 0.0823529, 0, 1, 1 )
shader_param/highlightColor = Color( 1, 0, 0, 1 )
shader_param/isHighlighted = null

View File

@ -16,5 +16,4 @@ Grid = NodePath("../Grid")
[node name="Clock" parent="." instance=ExtResource( 4 )]
[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
[connection signal="OnTick" from="Clock" to="Debug UI" method="_on_Clock_OnTick"]

View File

@ -8,7 +8,7 @@ public class GridCursor : Sprite
private WorldGrid _grid;
private ShaderMaterial _material;
private const string T = "t";
private const string IS_HIGHLIGHTED = "isHighlighted";
public override void _Ready()
{
@ -37,12 +37,12 @@ public class GridCursor : Sprite
{
var pos = mouseButtonEvent.Position;
_grid.GetGridPos(pos, out var x, out var y);
_grid.SetTileValue(x, y, 1.0f);
_material.SetShaderParam(T, 1f);
_grid.ToggleTileHighlight(x, y);
_material.SetShaderParam(IS_HIGHLIGHTED, 1);
}
else
{
_material.SetShaderParam(T, 0f);
_material.SetShaderParam(IS_HIGHLIGHTED, 0);
}
break;
}

View File

@ -1,6 +1,5 @@
using Godot;
using System;
using System.Collections.Generic;
public class WorldGrid : Node2D
{
@ -13,11 +12,7 @@ public class WorldGrid : Node2D
[Export]
public int CellSize { get; set; }
[Export]
public float DiffusionCoefficient { get; set; } = 0.01f;
private Tile[,] _tiles;
private float[,] _nextValues = null;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
@ -35,7 +30,7 @@ public class WorldGrid : Node2D
{
var tile = _tiles[x, y];
var material = tile.material;
material.SetShaderParam("t", tile.value);
material.SetShaderParam("isHighlighted", tile.isHighlighted ? 1 : 0);
}
}
}
@ -82,7 +77,6 @@ public class WorldGrid : Node2D
this.Clear();
_tiles = new Tile[size, size];
_nextValues = new float[size, size];
for (int x = 0; x < size; x++)
{
@ -107,62 +101,4 @@ public class WorldGrid : Node2D
}
}
}
public void _on_Clock_OnTick(int ticks)
{
Diffuse();
}
private float TransferHeat(float t0, float alpha, float nx, float ny, float px, float py)
{
float d2tdx2 = nx - 2 * t0 + px;
float d2tdy2 = ny - 2 * t0 + py;
return t0 + alpha * (d2tdx2 + d2tdy2);
}
private void GetNeighbourTemperatures(int x, int y, out float nx, out float ny, out float px, out float py)
{
// default value
var t = _tiles[x, y].value;
nx = x > 0 ? _tiles[x - 1, y].value : t;
px = x < Size - 1 ? _tiles[x + 1, y].value : t;
ny = y > 0 ? _tiles[x, y - 1].value : t;
py = y < Size - 1 ? _tiles[x, y + 1].value : t;
}
private void Diffuse()
{
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
float t = _tiles[x, y].value;
var D = DiffusionCoefficient;
GetNeighbourTemperatures(
x, y,
out var nx,
out var ny,
out var px,
out var py);
// current value
_nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
}
}
float sum = 0f;
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
_tiles[x, y].value = _nextValues[x, y];
sum += _tiles[x, y].value;
}
}
GD.Print(sum);
}
}

View File

@ -1,9 +1,9 @@
shader_type canvas_item;
uniform vec4 lowColor : hint_color;
uniform vec4 highColor : hint_color;
uniform float t;
uniform vec4 baseColor : hint_color;
uniform vec4 highlightColor : hint_color;
uniform int isHighlighted;
void fragment() {
COLOR = mix(lowColor, highColor, t);
COLOR = mix(baseColor, highlightColor, float(isHighlighted));
}