Ejemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        // round position properly
        Vector3 myPosition = this.transform.position;

        myPosition.x            = Mathf.Round(myPosition.x);
        myPosition.y            = Mathf.Round(myPosition.y);
        myPosition.z            = Mathf.Round(myPosition.z);
        this.transform.position = myPosition;

        powerupGenerate      = new RandomXORShift();
        powerupGenerate.seed = seed;

        // generate level
        Generate();
    }
Ejemplo n.º 2
0
    // Perlin Noise Function
    public float PerlinNoiseGenerate(float point1, float point2)
    {
        //setup variables (more boring stuff)
        float valReturn = 0;

        float interpolate1;
        float interpolate2;
        float interpolated;

        int res = resolution;

        RandomXORShift rand1 = new RandomXORShift();
        RandomXORShift rand2 = new RandomXORShift();
        RandomXORShift rand3 = new RandomXORShift();
        RandomXORShift rand4 = new RandomXORShift();

        // Loop to get the data from each octave
        for (int ctr = 1; ctr < detail; ctr++)
        {
            // make boxes smaller each octave
            res = res / 2;

            rand1.seed = seed + Mathf.RoundToInt((Mathf.FloorToInt(point1 / res) * -7) + (Mathf.FloorToInt(point2 / res) * 3));
            rand2.seed = seed + Mathf.RoundToInt((Mathf.FloorToInt((point1 + res) / res) * -7) + (Mathf.FloorToInt(point2 / res) * 3));
            rand3.seed = seed + Mathf.RoundToInt((Mathf.FloorToInt(point1 / res) * -7) + (Mathf.FloorToInt((point2 + res) / res) * 3));
            rand4.seed = seed + Mathf.RoundToInt((Mathf.FloorToInt((point1 + res) / res) * -7) + (Mathf.FloorToInt((point2 + res) / res) * 3));

            // interpolation
            interpolate1 = RandomXORShift.interpolateCosine(rand1.range(0, 2), rand2.range(0, 2), point1 - (Mathf.FloorToInt(point1 / res) * res), res);
            interpolate2 = RandomXORShift.interpolateCosine(rand3.range(0, 2), rand4.range(0, 2), point1 - (Mathf.FloorToInt(point1 / res) * res), res);
            interpolated = RandomXORShift.interpolateCosine(interpolate1, interpolate2, point2 - (Mathf.FloorToInt(point2 / res) * res), res);

            // add octave value to point; each octave has half as much influence as the one before it
            valReturn += interpolated * Mathf.Pow(2, -ctr);
        }

        return(valReturn);
    }