// 4. Visual & Audio feedback if dirt_removed > 0: SpawnDirtParticles(hit_point, dirt_removed) PlaySound("pressure_hiss", volume = cleaning_power / 100) UpdateComboSystem(dirt_removed) player_score += dirt_removed * 10
return final_power Prevents infinite spraying and simulates engine wear.
// 3. Apply cleaning to surface float dirt_removed = hit_surface.Clean(cleaning_power, hit_point, spray_angle) Script do Simulador de Lavagem de Pressao
if is_overheated and current_temp <= 70.0: is_overheated = false ShowMessage("Machine cooled. Ready to spray.") function RefillResources(): // Called at refill stations fuel_level = 100.0 soap_level = 100.0 current_temp = 40.0 // Reset to warm but not hot PlaySound("refill_click") Each cleanable object (wall, floor, vehicle) follows this interface.
class CleanableSurface: float dirt_map[1024][1024] // Virtual texture for dirt (0=clean, 1=mud) float base_resistance // 0.2 (dust) to 0.9 (caked mud) float stain_type // Enum: MUD, OIL, RUST, MOSS function Clean(power, hit_point, angle): // Convert world hit to UV coordinate Vector2 uv = WorldToUV(hit_point) float radius = CalculateSplashRadius(angle) // Inches float total_cleaned = 0.0 for x in -radius to +radius: for y in -radius to +radius: float current_dirt = dirt_map[uv.x + x][uv.y + y] if current_dirt > 0: // Effective cleaning per tick float cleaning_rate = power * delta_time * 0.01 if stain_type == OIL and current_temp > 70: cleaning_rate *= 2.0 // Hot water melts oil float removed = Min(current_dirt, cleaning_rate) dirt_map[uv.x + x][uv.y + y] -= removed total_cleaned += removed // Update visual mesh/material UpdateDecalTexture(dirt_map) return total_cleaned Apply cleaning to surface float dirt_removed = hit_surface
// --- UI & Progression --- int player_score = 0 int current_level = 1 float combo_timer = 0.0 // Timer for consecutive cleaning bool is_overheated = false Executed when the level loads or the simulator resets.
// Overheat logic if current_temp >= 100.0: is_overheated = true ForceStopSpray() PlaySound("overheat_alarm") ShowMessage("Machine Overheated! Wait to cool down.") // Overheat logic if current_temp >= 100
// --- Cleaning System --- float dirt_resistance = 0.0 to 1.0 (0 = clean, 1 = muddy) float heat_effectiveness = 0.5 // Hotter water cleans grease faster