public override void _Ready() { base._Ready(); var attractor = new SimpleAttractor() { Visible = false }; AddChild(attractor); }
public override void _Ready() { base._Ready(); WrapMode = WrapModeEnum.Bounce; ForceRangeX = new Vector2(-0.1f, 0.1f); ForceRangeY = new Vector2(0.005f, 0.005f); // Every particle should attract each other var attractor = new SimpleAttractor() { Visible = false }; AddChild(attractor); }
public override void _Ready() { var size = GetViewportRect().Size; var attractor1 = new SimpleAttractor() { Position = new Vector2(size.x / 4, size.y / 2) }; AddChild(attractor1); var attractor2 = new SimpleAttractor() { Position = new Vector2(size.x / 2, size.y / 2) }; AddChild(attractor2); var attractor3 = new SimpleAttractor() { Position = new Vector2(size.x - (size.x / 4), size.y / 2) }; AddChild(attractor3); foreach (var _ in Enumerable.Range(0, 10)) { var mover = new SimpleMover(SimpleMover.WrapModeEnum.Bounce); var bodySize = (float)GD.RandRange(20, 40); var xPos = (float)GD.RandRange(bodySize, size.x - bodySize); var yPos = (float)GD.RandRange(bodySize, size.y - bodySize); mover.MeshSize = new Vector2(bodySize, bodySize); mover.Mass = bodySize; mover.Position = new Vector2(xPos, yPos); var trail = new SimpleTrail() { Target = mover }; AddChild(trail); AddChild(mover); } }
public override void _Ready() { var size = GetViewportRect().Size; var attractor = new SimpleAttractor() { Gravitation = 0.5f, Position = size / 2 }; AddChild(attractor); var mover = new SimpleMover(SimpleMover.WrapModeEnum.Bounce); var xPos = (float)GD.RandRange(mover.Radius, size.x - mover.Radius); var yPos = (float)GD.RandRange(mover.Radius, size.y - mover.Radius); mover.Position = new Vector2(xPos, yPos); AddChild(mover); }
public override void _Ready() { var size = GetViewportRect().Size; foreach (var _ in Enumerable.Range(0, 20)) { var mover = new SimpleMover(SimpleMover.WrapModeEnum.Bounce); var bodySize = (float)GD.RandRange(20, 40); var xPos = (float)GD.RandRange(bodySize, size.x - bodySize); var yPos = (float)GD.RandRange(bodySize, size.y - bodySize); mover.MeshSize = new Vector2(bodySize, bodySize); mover.Mass = bodySize; mover.Position = new Vector2(xPos, yPos); // Add attractor on mover var attractor = new SimpleAttractor() { Visible = false }; mover.AddChild(attractor); AddChild(mover); } }