Example #1
0
    private void GenerateTerrain()
    {
        Random rand = new Random();

        //Grass
        Noise.Seed = rand.Next(0, 999999999);
        int flatness = 100;

        float[] noise = Noise.Calc1D(flatness * LEVELONEWIDTH, 0.1f);
        Terrain = new List <List <int> >((int)(Game.Resolution.Y / TILESIZE));
        Heights = new int[LEVELONEWIDTH];
        for (int y = 0; y < (int)(Game.Resolution.Y / TILESIZE); y++)
        {
            Terrain.Add(new List <int>(LEVELONEWIDTH));
            for (int x = 0; x < LEVELONEWIDTH; x++)
            {
                int height = 0;
                for (int i = 0; i < flatness; i++)
                {
                    height += (int)noise[x + i];
                }
                height /= (int)(flatness * 5f);
                height -= 13;

                if (y == height)
                {
                    Heights[x] = height;
                    Terrain[y].Add(GameScreen.GRASS);
                }
                else if (y < height)
                {
                    Terrain[y].Add(GameScreen.AIR);
                }
                else if (y > height)
                {
                    Terrain[y].Add(GameScreen.DIRT);
                }
            }
        }


        Flowers = new bool[LEVELONEWIDTH];
        for (int x = 0; x < LEVELONEWIDTH; x++)
        {
            int num = (int)(rand.NextDouble() * 10);
            if (num == 1)
            {
                Flowers[x] = true;
            }
            else
            {
                Flowers[x] = false;
            }
        }
    }