// Utility just to give the tilemap some interesting content...
 // Randomly distribute Stone and Grass tiles based on Perlin Noise.
 public static AsciiTilemap Procedural(int width, int height)
 {
     AsciiTilemap asciiTilemap = new AsciiTilemap(width, height);
     for (int y = 0; y < asciiTilemap.Height; ++y)
     {
         for (int x = 0; x < asciiTilemap.Width; ++x)
         {
             asciiTilemap.SetTile(x, y, AsciiTile.Wall);
             if (y > 0 & y < asciiTilemap.Height - 1)
             {
                 if (x > 0 & x < asciiTilemap.Width - 1)
                 asciiTilemap.SetTile(x, y, AsciiTile.Stone);
             }
         }
     }
     return asciiTilemap;
 }
Example #2
0
        // Utility just to give the tilemap some interesting content...
        // Randomly distribute Stone and Grass tiles based on Perlin Noise.
        public static AsciiTilemap Procedural(int width, int height)
        {
            float randomX = Random.value * 40;
            float randomY = Random.value * 40;

            AsciiTilemap asciiTilemap = new AsciiTilemap(width, height);
            for (int y = 0; y < asciiTilemap.Height; ++y)
            {
                for (int x = 0; x < asciiTilemap.Width; ++x)
                {
                    const float scale = 0.1f;
                    float noise = Mathf.PerlinNoise(x * scale + randomX, y * scale + randomY);
                    asciiTilemap.SetTile(x, y, TileFromNoise(noise));
                }
            }
            return asciiTilemap;
        }