heat #16
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@ -8,3 +8,4 @@ Name = "Developed"
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BuildLabel = "[D]eveloped"
|
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Key = 68
|
||||
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
|
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HeatGeneration = 0.1
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||||
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@ -8,3 +8,4 @@ Name = "Wild"
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BuildLabel = "[W]ild"
|
||||
Key = 87
|
||||
Color = Color( 0, 0.545098, 0.0196078, 1 )
|
||||
HeatGeneration = -0.025
|
||||
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@ -40,7 +40,7 @@ public class WorldGrid : Node2D
|
|||
{
|
||||
var tile = _tiles[x, y];
|
||||
var material = tile.material;
|
||||
material.SetShaderParam("t", tile.value);
|
||||
material.SetShaderParam("t", tile.temperature);
|
||||
}
|
||||
}
|
||||
}
|
||||
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@ -100,7 +100,7 @@ public class WorldGrid : Node2D
|
|||
{
|
||||
var tile = new Tile();
|
||||
tile.isHighlighted = false;
|
||||
tile.value = 0.0f;
|
||||
tile.temperature = 0.0f;
|
||||
tile.type = _startTileType;
|
||||
|
||||
var node = TileScene.Instance<Node2D>();
|
||||
|
@ -122,6 +122,7 @@ public class WorldGrid : Node2D
|
|||
|
||||
public void _on_Clock_OnTick(int ticks)
|
||||
{
|
||||
GenerateHeat();
|
||||
Diffuse();
|
||||
}
|
||||
|
||||
|
@ -135,13 +136,27 @@ public class WorldGrid : Node2D
|
|||
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;
|
||||
var t = _tiles[x, y].temperature;
|
||||
|
||||
nx = x > 0 ? _tiles[x - 1, y].value : t;
|
||||
px = x < Size - 1 ? _tiles[x + 1, y].value : t;
|
||||
nx = x > 0 ? _tiles[x - 1, y].temperature : t;
|
||||
px = x < Size - 1 ? _tiles[x + 1, y].temperature : t;
|
||||
|
||||
ny = y > 0 ? _tiles[x, y - 1].value : t;
|
||||
py = y < Size - 1 ? _tiles[x, y + 1].value : t;
|
||||
ny = y > 0 ? _tiles[x, y - 1].temperature : t;
|
||||
py = y < Size - 1 ? _tiles[x, y + 1].temperature : t;
|
||||
}
|
||||
|
||||
private void GenerateHeat()
|
||||
{
|
||||
for (int x = 0; x < Size; x++)
|
||||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
var tile = _tiles[x, y];
|
||||
var type = tile.type;
|
||||
tile.temperature += type.HeatGeneration;
|
||||
_tiles[x, y] = tile;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Diffuse()
|
||||
|
@ -150,7 +165,7 @@ public class WorldGrid : Node2D
|
|||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
float t = _tiles[x, y].value;
|
||||
float t = _tiles[x, y].temperature;
|
||||
var D = DiffusionCoefficient;
|
||||
|
||||
GetNeighbourTemperatures(
|
||||
|
@ -161,7 +176,10 @@ public class WorldGrid : Node2D
|
|||
out var py);
|
||||
|
||||
// current value
|
||||
_nextValues[x, y] = TransferHeat(t, D, nx, ny, px, py);
|
||||
var temperature = TransferHeat(t, D, nx, ny, px, py);
|
||||
// TODO: what if it's really really cold out?
|
||||
temperature = Mathf.Max(0, temperature);
|
||||
_nextValues[x, y] = temperature;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -169,7 +187,7 @@ public class WorldGrid : Node2D
|
|||
{
|
||||
for (int y = 0; y < Size; y++)
|
||||
{
|
||||
_tiles[x, y].value = _nextValues[x, y];
|
||||
_tiles[x, y].temperature = _nextValues[x, y];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ using Godot;
|
|||
public struct Tile
|
||||
{
|
||||
public bool isHighlighted;
|
||||
public float value;
|
||||
public float temperature;
|
||||
public ShaderMaterial material;
|
||||
public TileType type;
|
||||
}
|
|
@ -14,6 +14,9 @@ public class TileType : Resource
|
|||
[Export]
|
||||
public Color Color { get; private set; }
|
||||
|
||||
[Export]
|
||||
public float HeatGeneration { get; private set; }
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return Name;
|
||||
|
|
Loading…
Reference in New Issue