Example #1
0
        public static World GenerateOverworld(Random random, int width, int height, int seed)
        {
            var world = new World(width, height, random);

            for (var x = 0; x < width; x++)
            {
                for (var y = 0; y < height; y++)
                {
                    var noise = Perlin.Generate(x / 50D, y / 50D, seed) / 2;
                    noise += Perlin.Generate(x / 10D, y / 10D, seed) / 4;
                    noise += Perlin.Generate(x / 30D, y / 30D, seed);

                    if (noise >= 0.8)
                    {
                        world[x, y] = Tile.Water();
                    }
                    else
                    {
                        world[x, y] = Tile.Grass();

                        if (random.NextSingle() >= 0.75F)
                        {
                            world.Entities.Add(new Tree(world, new Point(x, y)));
                        }
                        else if (random.NextSingle() >= 0.5F)
                        {
                            world.Entities.Add(new GrassTuft(world, new Point(x, y)));
                        }
                    }
                }
            }

            return(world);
        }
Example #2
0
        public static World GenerateCaves(Random random, int width, int height, int seed)
        {
            var world = new World(width, height, random);

            for (var x = 0; x < width; x++)
            {
                for (var y = 0; y < height; y++)
                {
                    var noise = Perlin.Generate(x / 30D, y / 30D, seed) / 2;
                    noise += Perlin.Generate(x / 5D, y / 5D, seed) / 4;
                    noise += Perlin.Generate(x / 15D, y / 15D, seed);

                    if (noise >= 0.725)
                    {
                        world[x, y] = Tile.RockWall();
                    }
                    else
                    {
                        world[x, y] = Tile.Rock();
                    }
                }
            }

            return(world);
        }