Example #1
0
    public int CreateLevel(Vector3 myPosition, Vector3 blockPosition)
    {
        float   i         = blockPosition.x;
        float   j         = blockPosition.y;
        float   k         = blockPosition.z;
        Vector3 point     = new Vector3(i + myPosition.x, j + myPosition.y, k + myPosition.z);
        float   levelSeed = levelSeedGenerate.PerlinNoiseGenerate(point);

        if ((levelSeed > 0.55 && levelSeed < .65) || levelSeed < 0.2 || levelSeed > 0.9)
        {
            var newBlock = GameObject.Instantiate(levelBlock);
            newBlock.transform.position = new Vector3(i + myPosition.x, j + myPosition.y, k + myPosition.z);
            return(1);
        }
        // make horizontal platforms a bit bigger
        else if (levelSeed > 0.45 && levelSeed < .7)
        {
            Vector3[] points = new Vector3[] {
                new Vector3(i + myPosition.x + 1, j + myPosition.y, k + myPosition.z),
                new Vector3(i + myPosition.x - 1, j + myPosition.y, k + myPosition.z),
                new Vector3(i + myPosition.x, j + myPosition.y, k + myPosition.z + 1),
                new Vector3(i + myPosition.x, j + myPosition.y, k + myPosition.z - 1)
            };

            for (int ctr = 0; ctr < points.Length; ctr++)
            {
                float levelSeedNextTo = levelSeedGenerate.PerlinNoiseGenerate(points[ctr]);
                if (levelSeedNextTo > 0.5 && levelSeed < 0.6)
                {
                    GameObject newBlock = GameObject.Instantiate(levelBlock);
                    newBlock.transform.position = new Vector3(i + myPosition.x, j + myPosition.y, k + myPosition.z);
                    return(1);
                }
            }
        }
        //generate powerup
        else
        {
            point     = new Vector3(point.x, point.y - 2, point.z);
            levelSeed = levelSeedGenerate.PerlinNoiseGenerate(point);

            if (levelSeed > 0.55 && levelSeed < .65)
            {
                powerupGenerate.seed = (int)(blockPosition.x + myPosition.x +
                                             10 * (blockPosition.y + blockPosition.y) +
                                             100 * (blockPosition.z + blockPosition.z) +
                                             seed);

                if (powerupGenerate.range(0, 50) == 10)
                {
                    GameObject newPowerup = GameObject.Instantiate(powerup);
                    point = new Vector3(point.x, point.y + 2, point.z);
                    newPowerup.transform.position = point;
                }
                //Debug.Log(a);
            }
        }

        return(0);
    }
Example #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);
    }