Ejemplo n.º 1
0
        public World(string worldName)
        {
            this.worldName = worldName;

            // convert world name to seed value
            var md5Hasher = MD5.Create();
            var hashed    = md5Hasher.ComputeHash(Encoding.UTF8.GetBytes(worldName));
            var seed      = BitConverter.ToInt32(hashed, 0);

            Noise2.SetSeed(seed, .006f);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Reads in chunk file from text file or if file dosnt exists creates a new chunk
        /// creates the main background layer this layer must be created before others as it determains were things will spawn and be placed
        /// </summary>
        /// <returns></returns>
        private void CreateChunk()
        {
            Game.debugConsole.WriteLine("Adding new Chunk (" + chunkRootPosX + "," + chunkRootPosY + ")");

            float sand  = .1f;
            float water = 0f;
            float grass = 2; //it shouldnt EVER return more then 1, but it does..

            //float factor =.006f;

            int cX = 0;
            int cY = 0;

            for (int Y = World.chunkHeight * chunkRootPosY; Y < (World.chunkHeight * chunkRootPosY) + World.chunkHeight; Y++)
            {
                for (int X = World.chunkWidth * chunkRootPosX; X < ((World.chunkWidth * chunkRootPosX) + World.chunkWidth); X++)
                {
                    float noise = Noise2.GetWorldNoise(X, Y, 100);

                    //create the cell
                    if (noise <= water)//Water Cell
                    {
                        cells[cX, cY] = new Cell(Cell.CellType.Water, new Vector2(X, Y));
                    }
                    else if (noise <= sand)//Sand Cell
                    {
                        cells[cX, cY] = new Cell(Cell.CellType.Sand, new Vector2(X, Y));
                    }
                    else if (noise <= grass)//Grass cell
                    {
                        cells[cX, cY] = new Cell(Cell.CellType.Grass, new Vector2(X, Y));
                    }
                    ++cX;
                }
                cX = 0;
                ++cY;
            }
        }