Import 2D Level

This commit is contained in:
2026-04-30 00:53:30 +02:00
parent c67979c7cf
commit 5797038baf
479 changed files with 430785 additions and 0 deletions
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using UnityEngine;
namespace Platformer.Core
{
/// <summary>
/// Fuzzy provides methods for using values +- an amount of random deviation, or fuzz.
/// </summary>
static class Fuzzy
{
public static bool ValueLessThan(float value, float test, float fuzz = 0.1f)
{
var delta = value - test;
return delta < 0 ? true : Random.value > delta / (fuzz * test);
}
public static bool ValueGreaterThan(float value, float test, float fuzz = 0.1f)
{
var delta = value - test;
return delta < 0 ? Random.value > -1 * delta / (fuzz * test) : true;
}
public static bool ValueNear(float value, float test, float fuzz = 0.1f)
{
return Mathf.Abs(1f - (value / test)) < fuzz;
}
public static float Value(float value, float fuzz = 0.1f)
{
return value + value * Random.Range(-fuzz, +fuzz);
}
}
}
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using System;
using System.Collections.Generic;
namespace Platformer.Core
{
/// <summary>
/// HeapQueue provides a queue collection that is always ordered.
/// </summary>
/// <typeparam name="T"></typeparam>
public class HeapQueue<T> where T : IComparable<T>
{
List<T> items;
public int Count { get { return items.Count; } }
public bool IsEmpty { get { return items.Count == 0; } }
public T First { get { return items[0]; } }
public void Clear() => items.Clear();
public bool Contains(T item) => items.Contains(item);
public void Remove(T item) => items.Remove(item);
public T Peek() => items[0];
public HeapQueue()
{
items = new List<T>();
}
public void Push(T item)
{
//add item to end of tree to extend the list
items.Add(item);
//find correct position for new item.
SiftDown(0, items.Count - 1);
}
public T Pop()
{
//if there are more than 1 items, returned item will be first in tree.
//then, add last item to front of tree, shrink the list
//and find correct index in tree for first item.
T item;
var last = items[items.Count - 1];
items.RemoveAt(items.Count - 1);
if (items.Count > 0)
{
item = items[0];
items[0] = last;
SiftUp();
}
else
{
item = last;
}
return item;
}
int Compare(T A, T B) => A.CompareTo(B);
void SiftDown(int startpos, int pos)
{
//preserve the newly added item.
var newitem = items[pos];
while (pos > startpos)
{
//find parent index in binary tree
var parentpos = (pos - 1) >> 1;
var parent = items[parentpos];
//if new item precedes or equal to parent, pos is new item position.
if (Compare(parent, newitem) <= 0)
break;
//else move parent into pos, then repeat for grand parent.
items[pos] = parent;
pos = parentpos;
}
items[pos] = newitem;
}
void SiftUp()
{
var endpos = items.Count;
var startpos = 0;
//preserve the inserted item
var newitem = items[0];
var childpos = 1;
var pos = 0;
//find child position to insert into binary tree
while (childpos < endpos)
{
//get right branch
var rightpos = childpos + 1;
//if right branch should precede left branch, move right branch up the tree
if (rightpos < endpos && Compare(items[rightpos], items[childpos]) <= 0)
childpos = rightpos;
//move child up the tree
items[pos] = items[childpos];
pos = childpos;
//move down the tree and repeat.
childpos = 2 * pos + 1;
}
//the child position for the new item.
items[pos] = newitem;
SiftDown(startpos, pos);
}
}
}
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using System.Collections.Generic;
namespace Platformer.Core
{
public static partial class Simulation
{
/// <summary>
/// An event is something that happens at a point in time in a simulation.
/// The Precondition method is used to check if the event should be executed,
/// as conditions may have changed in the simulation since the event was
/// originally scheduled.
/// </summary>
/// <typeparam name="Event"></typeparam>
public abstract class Event : System.IComparable<Event>
{
internal float tick;
public int CompareTo(Event other)
{
return tick.CompareTo(other.tick);
}
public abstract void Execute();
public virtual bool Precondition() => true;
internal virtual void ExecuteEvent()
{
if (Precondition())
Execute();
}
/// <summary>
/// This method is generally used to set references to null when required.
/// It is automatically called by the Simulation when an event has completed.
/// </summary>
internal virtual void Cleanup()
{
}
}
/// <summary>
/// Event<T> adds the ability to hook into the OnExecute callback
/// whenever the event is executed. Use this class to allow functionality
/// to be plugged into your application with minimal or zero configuration.
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class Event<T> : Event where T : Event<T>
{
public static System.Action<T> OnExecute;
internal override void ExecuteEvent()
{
if (Precondition())
{
Execute();
OnExecute?.Invoke((T)this);
}
}
}
}
}
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namespace Platformer.Core
{
public static partial class Simulation
{
/// <summary>
/// This class provides a container for creating singletons for any other class,
/// within the scope of the Simulation. It is typically used to hold the simulation
/// models and configuration classes.
/// </summary>
/// <typeparam name="T"></typeparam>
static class InstanceRegister<T> where T : class, new()
{
public static T instance = new T();
}
}
}
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Platformer.Core
{
/// <summary>
/// The Simulation class implements the discrete event simulator pattern.
/// Events are pooled, with a default capacity of 4 instances.
/// </summary>
public static partial class Simulation
{
static HeapQueue<Event> eventQueue = new HeapQueue<Event>();
static Dictionary<System.Type, Stack<Event>> eventPools = new Dictionary<System.Type, Stack<Event>>();
/// <summary>
/// Create a new event of type T and return it, but do not schedule it.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <returns></returns>
static public T New<T>() where T : Event, new()
{
Stack<Event> pool;
if (!eventPools.TryGetValue(typeof(T), out pool))
{
pool = new Stack<Event>(4);
pool.Push(new T());
eventPools[typeof(T)] = pool;
}
if (pool.Count > 0)
return (T)pool.Pop();
else
return new T();
}
/// <summary>
/// Clear all pending events and reset the tick to 0.
/// </summary>
public static void Clear()
{
eventQueue.Clear();
}
/// <summary>
/// Schedule an event for a future tick, and return it.
/// </summary>
/// <returns>The event.</returns>
/// <param name="tick">Tick.</param>
/// <typeparam name="T">The event type parameter.</typeparam>
static public T Schedule<T>(float tick = 0) where T : Event, new()
{
var ev = New<T>();
ev.tick = Time.time + tick;
eventQueue.Push(ev);
return ev;
}
/// <summary>
/// Reschedule an existing event for a future tick, and return it.
/// </summary>
/// <returns>The event.</returns>
/// <param name="tick">Tick.</param>
/// <typeparam name="T">The event type parameter.</typeparam>
static public T Reschedule<T>(T ev, float tick) where T : Event, new()
{
ev.tick = Time.time + tick;
eventQueue.Push(ev);
return ev;
}
/// <summary>
/// Return the simulation model instance for a class.
/// </summary>
/// <typeparam name="T"></typeparam>
static public T GetModel<T>() where T : class, new()
{
return InstanceRegister<T>.instance;
}
/// <summary>
/// Set a simulation model instance for a class.
/// </summary>
/// <typeparam name="T"></typeparam>
static public void SetModel<T>(T instance) where T : class, new()
{
InstanceRegister<T>.instance = instance;
}
/// <summary>
/// Destroy the simulation model instance for a class.
/// </summary>
/// <typeparam name="T"></typeparam>
static public void DestroyModel<T>() where T : class, new()
{
InstanceRegister<T>.instance = null;
}
/// <summary>
/// Tick the simulation. Returns the count of remaining events.
/// If remaining events is zero, the simulation is finished unless events are
/// injected from an external system via a Schedule() call.
/// </summary>
/// <returns></returns>
static public int Tick()
{
var time = Time.time;
var executedEventCount = 0;
while (eventQueue.Count > 0 && eventQueue.Peek().tick <= time)
{
var ev = eventQueue.Pop();
var tick = ev.tick;
ev.ExecuteEvent();
if (ev.tick > tick)
{
//event was rescheduled, so do not return it to the pool.
}
else
{
// Debug.Log($"<color=green>{ev.tick} {ev.GetType().Name}</color>");
ev.Cleanup();
try
{
eventPools[ev.GetType()].Push(ev);
}
catch (KeyNotFoundException)
{
//This really should never happen inside a production build.
Debug.LogError($"No Pool for: {ev.GetType()}");
}
}
executedEventCount++;
}
return eventQueue.Count;
}
}
}