Beispiel #1
0
    public void GenerateAndDisplayMap()
    {
        noiseMap = NoiseMap.GenerateNoiseMap(worldWidth, worldHeight, scale, octaves, persistance, lacunarity, animationCurve);

        MapDisplay   mapDisplay   = FindObjectOfType <MapDisplay>();
        MeshData     meshData     = MeshGenerator.GenerateMesh(noiseMap, meshMultiplier);
        Mesh         mesh         = meshData.CreateMesh();
        MeshCollider meshCollider = meshObject.GetComponent <MeshCollider>();

        if (meshCollider == null)
        {
            meshCollider = meshObject.AddComponent <MeshCollider>();
        }
        meshCollider.sharedMesh = mesh;
        mapDisplay.DrawMesh(mesh, mapDisplay.CreateTexture(worldWidth, worldHeight));
        textureData.ApplyToMaterial(meshObject.GetComponent <Renderer>().sharedMaterial, meshData.minHeight, meshData.maxHeight);
    }
    void Generate()
    {
        Destroy(Buildings);
        Buildings = new GameObject();
        Noise     = NoiseMap.GenerateNoiseMap(resolution, seed, scale, octaves, persistance, lacunarity, offset, size);
        float halfSize = size / 2f;

        for (int z = 0; z <= resolution; z++)
        {
            for (int x = 0; x <= resolution; x++)
            {
                GameObject b = GameObject.CreatePrimitive(PrimitiveType.Cube);
                b.transform.position   = new Vector3(x + x / (int)group.x * group.y, Noise[x, z] / 2, z + z / (int)group.x * group.y);
                b.transform.localScale = new Vector3(1f, Noise[x, z], 1f);
                b.transform.parent     = Buildings.transform;
                b.GetComponent <Renderer>().material = buildingMat[Random.Range(0, buildingMat.Count)];
            }
        }
    }
Beispiel #3
0
        /// Temporary method @TODO: Clean this shit.
        public void TempMapGen()
        {
            this.groundNoiseMap = NoiseMap.GenerateNoiseMap(this.size, 11, NoiseMap.GroundWave(42));

            foreach (Vector2Int position in this.rect)
            {
                this.Spawn(
                    position,
                    new Ground(
                        position,
                        Ground.GroundByHeight(this.groundNoiseMap[position.x + position.y * this.size.x])
                        )
                    );

                if (this.grids[Layer.Ground].GetTilableAt(position).def.uid == "rocks")
                {
                    this.Spawn(
                        position,
                        new Mountain(position, Defs.mountains["mountain"])
                        );
                }

                if (this[position].fertility > 0f && !this[position].blockPlant)
                {
                    foreach (TilableDef tilableDef in Defs.plants.Values)
                    {
                        if (
                            this[position].fertility >= tilableDef.plantDef.minFertility &&
                            Random.value <= tilableDef.plantDef.probability
                            )
                        {
                            this.Spawn(
                                position,
                                new Plant(position, tilableDef, true)
                                );
                            break;
                        }
                    }
                }
            }

            this.UpdateConnectedMountains();
        }
    public void MapGeneration()
    {
        float[,] noiseMap = NoiseMap.GenerateNoiseMap(mapWidth, mapHeight, seed, noiseScale, octaves, persistance, lacunarity, offSet);

        Color[] colorMap = new Color[mapWidth * mapHeight];

        for (int yy = 0; yy < mapHeight; yy++)
        {
            for (int xx = 0; xx < mapWidth; xx++)
            {
                float currentHeight = noiseMap[xx, yy];

                for (int ii = 0; ii < regions.Length; ii++)
                {
                    if (currentHeight <= regions[ii].height)
                    {
                        colorMap[yy * mapWidth + xx] = regions[ii].color;
                        break;
                    }
                }
            }
        }

        MapDisplay display = FindObjectOfType <MapDisplay>();

        if (drawMode == DrawMode.NoiseMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(noiseMap));
        }
        else if (drawMode == DrawMode.colorMap)
        {
            display.DrawTexture(TextureGenerator.TextureFromHeightMap(noiseMap));
        }
        else if (drawMode == DrawMode.Mesh)
        {
            display.DrawMesh(MapMeshGenerator.GenerateMapMesh(noiseMap, meshHeightMulti, meshHeightCurve), TextureGenerator.TextureFromColorMap(colorMap, mapWidth, mapHeight));
        }
    }
Beispiel #5
0
        static void Main(string[] args)
        {
            parameters = new Parameters(args);
            //print error codes
            if (parameters.ErrorCode != 0)
            {
                switch (parameters.ErrorCode)
                {
                case 1:
                    Console.WriteLine("Error: Invalid program arguments.");
                    break;

                case 2:
                    Console.WriteLine("Error: Row count has to be positive.");
                    break;

                case 3:
                    Console.WriteLine("Error: Column count has to be positive.");
                    break;

                case 4:
                    Console.WriteLine("Error: level count has to be positive.");
                    break;

                case 5:
                    Console.WriteLine("Error: Output image would be too tall: reduce number of rows or tile size.");
                    break;

                case 6:
                    Console.WriteLine("Error: Output image would be too wide: reduce number of columns or tile size.");
                    break;

                case 7:
                    Console.WriteLine("Error: Too many subdivision levels: reduce level count or increase tile size.");
                    break;

                case 8:
                    Console.WriteLine("Error: Invalid palette id specified.");
                    break;
                }
                return;
            }
            //if -h is given as a program argument
            if (parameters.DisplayHelp)
            {
                PrintHelp();
                return;
            }

            //actual program starts here

            random  = new Random(parameters.Seed);
            tileset = new Tileset(parameters.TileSize, parameters.DivisionLevels, Palette.PaletteList[parameters.PaletteID]);

            int canvasWidth  = (parameters.ColumnCount) * parameters.TileSize;
            int canvasHeight = (parameters.RowCount) * parameters.TileSize;

            if (!parameters.Borderless)
            {
                canvasWidth  += parameters.TileSize;
                canvasHeight += parameters.TileSize;
            }

            double[,] noise = null;

            //block matrix for the tiles
            Tile[,] tileMatrix;
            if (parameters.Perlin)
            {
                noise      = NoiseMap.GenerateNoiseMap(random, canvasWidth / 10, canvasHeight / 10, 2d, 1d, 3);
                tileMatrix = CreatePerlinTileMatrix(noise);
            }
            else
            {
                tileMatrix = CreatePseudorandomTileMatrix();
            }

            GenerateImage(canvasWidth, canvasHeight, tileMatrix);

            //debug
            if (parameters.Debug)
            {
                if (parameters.Perlin)
                {
                    GenerateNoiseImage(noise);
                }
                tileset.GenerateDebugImage();
            }
        }
Beispiel #6
0
    public void GenerateLevel(int height, int width)
    {
        int seed = Random.Range(-100000, 100000);

        this.Width  = width;
        this.Height = height;
        GameObject Blocks = new GameObject("Blocks");

        GenerateBlockPrefab(Blocks);
        BlockList         = new Block[Width, Height];
        float[,] noiseMap = NoiseMap.GenerateNoiseMap(Width, Height, seed, 50, 2, .5f, 3, new Vector2(5, 8));
        for (int x = 0; x < Width; x++)
        {
            for (int y = 0; y < Height; y++)
            {
                GameObject Block = Instantiate(Blocks, new Vector3(x, y, 0), Quaternion.identity);
                BlockList[x, y] = new Block(x, y, Block, BlockType.Empty);
                Block.name      = "Block No." + x + "|" + y;
                int RandomOre = Random.Range(1, 100);
                if (y == 0 || y == Height - 1 || x == 0 || x == Width - 1)
                {
                    BlockList[x, y]._Type = BlockType.Bedrock;
                }
                else if ((int)(noiseMap[x, y] * 100) > 5 && RandomOre > 5)
                {
                    int Height = RandomOre;
                    if (Height < 75)
                    {
                        BlockList[x, y]._Type = BlockType.Stone;
                    }
                    else if (Height > 75 && Height < 85)
                    {
                        BlockList[x, y]._Type = BlockType.Coal;
                    }
                    else if (Height > 85 && Height < 95)
                    {
                        BlockList[x, y]._Type = BlockType.Iron;
                    }
                    else if (Height < 95)
                    {
                        BlockList[x, y]._Type = BlockType.Gold;
                    }
                }
                else
                {
                    BlockList[x, y]._Type = BlockType.Empty;
                }
            }
        }

        GameObject PlayerObject = Player.Instance.gameObject;

        PlayerObject.transform.position = new Vector2(Random.Range(40, Width - 40), Random.Range(25, Height - 25));
        for (int x = (int)PlayerObject.transform.position.x; x < (int)PlayerObject.transform.position.x + 5; x++)
        {
            for (int y = (int)PlayerObject.transform.position.y; y < (int)PlayerObject.transform.position.y + 5; y++)
            {
                BlockList[x - 2, y - 2].ChangeType(BlockType.Empty);
            }
        }

        for (int i = 0; i < LevelIndex + 1; i++)
        {
            SpawnBoss();
        }
        for (int x = 0; x < Width; x++)
        {
            for (int y = 0; y < Height; y++)
            {
                Block tmpBlock = BlockList[x, y];
                if (tmpBlock._Type != BlockType.Empty && x != 0 && y != 0 && x != Width - 1 && y != Height - 1)
                {
                    CheckForNeighbourBlocks(BlockList[x, y]);
                    tmpBlock.ChangeType(tmpBlock._Type);
                }
                else if (tmpBlock._Type == BlockType.Empty)
                {
                    tmpBlock.MyGameObject.GetComponent <BoxCollider2D>().enabled = false;
                    tmpBlock.MyGameObject.GetComponent <SpriteRenderer>().sprite = GrassSprites[Random.Range(0, 3)];
                }
            }
        }
        BossCount = LevelIndex + 1;
        StartCoroutine(LevelTimer(Player.Instance.TimeLimit));
    }
Beispiel #7
0
        /// Temporary method @TODO: Clean this shit.
        public void TempMapGen()
        {
            this.groundNoiseMap = NoiseMap.GenerateNoiseMap(this.size, 11, NoiseMap.GroundWave(42));
            foreach (Vector2Int position in this.rect)
            {
                this.Spawn(
                    position,
                    new Ground(
                        position,
                        Ground.GroundByHeight(this.groundNoiseMap[position.x + position.y * this.size.x])
                        )
                    );

                if (this.grids[Layer.Ground].GetTilableAt(position).def.uid == "rocks")
                {
                    this.Spawn(
                        position,
                        new Mountain(position, Defs.mountains["mountain"])
                        );
                }

                if (this[position].fertility > 0f && !this[position].blockPlant)
                {
                    foreach (TilableDef tilableDef in Defs.plants.Values)
                    {
                        if (
                            this[position].fertility >= tilableDef.plantDef.minFertility &&
                            Random.value <= tilableDef.plantDef.probability
                            )
                        {
                            this.Spawn(
                                position,
                                new Plant(position, tilableDef, true)
                                );
                            break;
                        }
                    }
                }
            }

            foreach (LayerGridBucket bucket in this.grids[Layer.Mountain].buckets)
            {
                bool changed = false;
                foreach (Tilable tilable in bucket.tilables)
                {
                    if (tilable != null)
                    {
                        tilable.UpdateGraphics();
                        changed = true;
                    }
                }
                if (changed)
                {
                    bucket.rebuildMatrices = true;
                }
            }

            foreach (Vector2Int position in new RectI(new Vector2Int(10, 10), 5, 5))
            {
                if (this[position].blockStackable == false)
                {
                    this.Spawn(position, new Stackable(
                                   position,
                                   Defs.stackables["logs"],
                                   Random.Range(1, Defs.stackables["logs"].maxStack)
                                   ));
                }
            }
        }